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A SWORD & SORCERY, HORROR, AND SCIENCE FANTASY SETTING SOURCEBOOK

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Barbarian Conquerors of Kanahu ©2017 Autarch™ LLC. Adventurer Conqueror King System © 2011-2017 Autarch LLC.
Domains at War © 2013-2016 Autarch LLC. The Auran Empire™ and all proper names, dialogue, plots, storylines, locations, and
characters relating thereto are copyright 2011-2016 by Alexander Macris and used by Autarch LLC under license. Cover artwork
is copyright 2017 Michael Syrigos and is used under license. Some interior artwork is copyright ©2013 - 2015 Steve Miller and
used under license. Some interior artwork copyright © The Forge Studios and used under license. Some interior artwork copyright
© Earl Geier and used with permission. All rights reserved. This material is protected under the copyright laws of the United
States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
written permission of the copyright owners. Autarch™, Adventurer Conqueror King™, Adventurer Conqueror King System™,
ACKS™, Domains at War™, Lairs & Encounters™, Heroic Fantasy Handbook™ and Barbarian Conquerors of Kanahu™ are
trademarks of Autarch™ LLC. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is
purely coincidental.
ISBN (Hardcover): 978-1-941956-20-5
ISBN (Softcover): 978-1-941956-21-2

www.autarch.co

CREDITS
Lead Designer: Omer G. Joel Cover Art: Michael Syrigos

Additional Design: Alexander Macris Interior Art: Michael Syrigos

Playtesting: Avi, Shaked, Lir, and Gilad Additional Art: Bartek Blaszczec, Steve Ditko,
Luigi Castellani, Earl Geier, Rube Moore,
Copy Editing: Alexander Macris Marc Radle, Louis Revell, Maciej Zagorski

Cartography: Simon Forster

Cover Layout: Todd Crapper

Interior Layout: Todd Crapper

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BACKERS LIST
PATRON DEITIES
Charles Myers Jeff Binder Wesley E. Marshall
DEMIGODS
Erik J Fred Liner
EMPERORS
Akim Demianenco His Majesty Donald II Paul Linkowski
Allan MacKenzie-Graham J. Davis Paul Ryan Kuykendall
Ben “skean” Prior Jacques Nel Paul St. John
Brian Renninger Jake Parker Peter McNamara
Charles “The Hammer” Martel James Stuart Phil Tate
Chris Heath Jarrod Maistros Scott Maynard
Christopher O’Dell John Arendt Scott Sutherland
Daniel Fertig Johnny F. Normal Sean Falconi
Daniel Trujillo Joshua Ridens Ser Kevin Virden
Diogo Nogueira Kevin Thomas Schlüter Sergio Fuentes
Eric Brennan K-Slacker Simon Forster
Fabio Milito Pagliara Martin Nichol Stephen Anderson
Florian Hübner Matt Jarmak Steve Dodge
Frank Chaustowich Matthew Nelson Taarkoth
Greg Roth Miguel Zapico Torben van Hees
Gregg Kern Morgan Hazel Utz Westermann
CONQUERORS LEADING PARTIES
Albert Petitti Darren Wheeler Michael Varga of the Sneazey Weasels
arndog1975@gmail.com Douglas Ghizzoni Red Julie
Kool Moe Dee

CONQUERORS OF TWO LANDS


@Oghma_EM C. Dodd Falkenberg
A Shadow Lord Cain Gillespie Filthy Monkey
Adrian Romero Carl Meyer Fletchcutus Rex
Alexei McDonald Carlos de la Cruz Francisco “Blackhalo” Fonseca Jr.
Alfred Genesson CharlieAmra Gary Furash
Alissa Brodsky Chris A Gert-Jan van der Krogt
Allan Rodda Christian Kolbe Ghiliard Starmax
Anastasiya & Paride Cryps the Killer Gilles Bourgeois
Andrew Byers Cynin BlackBlade Greg Boyle
Andrew Gil Dan Herman Duyker
Andrew J Garbade Dan Wood Ian “Grendel Todd” Grey
Andrew Piseck Dan X. Barton Ingot 9455
Andrew Ronald Johnson Daniel Granstrand Ioui
Anne Hunter Daniel Stack J. Stuart Pate
Anthony Ragan darlingtont@gmail.com James C. Bennett
Arno de Lange David Bowne James Crane
artbraune@gmail.com David Cinabro James Lee Griffin
Ben and Jess Feehan David DeRocha James ME Patterson
Ben Krauskopf David Johnston James T Hughes
Ben Potter David Keyser James Unick
Benjamin R. Terry Deon Beswick Jan Egil”Jedidiah Curzon”Bjune
Beorhtric the Mad Derbi The Mighty...Tired. Jason “Hierax” Verbitsky
Bleddyn V Wilson Derek Jones Jason Barker
Bob Humphrey DM Jay Moore
Brian Babyok Doug Sims Jay Verkuilen
brooks.friend@gmail.com Douglas Meserve jbird9531@gmail.com
bruce novakowski Eric Maloof Jeff Vandine
bulldozers.travel@gmail.com ericswiersz@gmail.com Jeffrey Herold
Burningman the Scorched Evil Eli The Vile Jeremy Coffey

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CONQUERORS OF TWO LANDS (CONT’D)
J-M DeFoggi NniuqS
Joe Wetzel OH
Joel T. Clark Patrick Tarantino
Jonathan Baugh Paul Attila Nemeth
Jonathan P. Tate Paul Leary
Jonathan Steinhauer Phaethon
Joseph Harvey Pierre-Jean Espi
Josh Reynolds Preston Buck
Josh Sharp R P Herrold
Joshua Buergel Raymund of Tadcastre
jsmith@gold-sonata.com Resist Tyranny
Jussi Kenkkilä Everywhere
Keith Davies Rich Forest
Keith Nelson Rich Spainhour
Ken Foster Richard Mundy
Kris Alexander Richard Rohlin
Kyle Simons Richard W. Sorden
Last Redoubt Robert Cook
Leah E. Robert Mania
Mark A. Mikesell Rod Meek
Mark Bober Ross Stites
Mark Franceschini Rus Ketcham
Mark Harvey Samaritan
Matt Walsh Samuel Gaines
Matthew Kane Sasha Bilton
Terren
Matthias Weeks Scott Tooker
Thalji
Michael “Mammut” Sauer Scott Vandersee
The Freelancing Roleplayer
Michael Hengeli Sebastian Dietz
Thomas R. Taylor IV
Michael Stevens Shane Dunlap
Tom Hudson
Mike Hamann Solthas Fallcrown
Tony Digaetano
Mitchell Wareham Stephen Kissinger
Usualjay
Nacho the conqueror Stephen R Brandon
vincent furstenberger
Nathan Birch Steve Huntsberry
W. David Pattison
Neil Lindgren Steven Danielson
Wayne Rossi
Nicholas Burden Steven Dolges
Will Triumph
Nigel Ray Tabiani Greystone

BARBARIAN CONQUERORS
chickenjohn Jeanette Volintine Nessa Demer
Cody Mazza Jeremy Livingston Phil “The Librarian” Ward
David Jirovec Lucian Wulfgaang Walkerhound
Mark Donkers
HEROIC CONQUERORS
Adam Conlan Gaelather Nihmedu Niklas Skinner
Andrew Schiraldi Jeff Ruszczyk Paul Sudlow
Brent Walters Jim the Sage Quinn Adams
Bryan Steelman João Talassa Schneily
Chris Hogan Jon Tzimiskes The Fat Man, Eldritch
Christopher Klofft lampwright@gmail.com Tomas J Skucas
E. Hamilton Mark Kernow Will Barron
Efindel of Asperdi Nathan Housley

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NAME LEVEL ADVENTURERS LEADING PARTIES
Andreas Löckher Karen Ervin Newton Philis
Dave ‘Wintergreen’ Harrison Mike O’Connor Sir Hamster
David Stephenson Nathaniel Gullion

ADVENTURERS LEADING PARTIES


Avi Levy Gregory McWhirter R C Flipse
David “Amarant” Jimenez Jared Burrell Thomas R.
Earl Scott Nicholson Kent R. Conrad Trevalyan
Mike Williams
ADVENTURERS
“Danger” Will Robinson Chris Westbrook HazMatt
Adam Christopher Pipinou hereandnow
Adam Armstrong Christopher Stieha Ian Magee
Adam Windsor Clutterbane idprism
AdamD colinmnash Imredave
Akrono Coop Dogg Inspector Butters
Alan Skinner Craig Phillips Itamar K
Alexander Gräfe Curt Meyer Ivar Stormling
Alexpacio Daimadoshi J. D. Beers
Alistair C Daniel Bell Jaap de Koning
Alkalannar Auvryndar Daniel Goupil Jacopo
André Roy Daniel Hernández Garrido James Carter
Andrew D Devenney dariorclink@gmail.com James Holden
Andrew J. Luther Dave Sherohman James Kerr
Andrew Schleifer David A. Nixon Jamie Wish
Anthony Hansen David Parlin Jason Vines
Anthony Lewis Dawid “Dievas” Wojcieszynski Javier Fernández Valls (Nirkhuz)
Aramis Douglas Jones Jay Peters
Asen Georgiev E.W. Childers Jean Gamba
Ashton D Ed “Hardrada” Mikkelsen Jeremy McKean
Atlictoatl Edward Powell Jeroen Stolwijk
bara Edward Sturges Je’tal
Bara Eric Casey Jim Clunie
Bastien Pilon Eric Mills John Anderson
Benjamin Charvet Erik Sundqvist John Davis
BFSH Erik Talvola Jonathan A. Cohen
Billy Blank Estanak Jonathan Hoffmann
Blain Brigance F. Bob Mosdal Jonathan Nichol
Bob Dunham Florian Hollauer Jose Fernandez
Bobby Jackson Franz Six Joseph Ashley
Boris Galdor Seadancer Joshua Brown
Bortor Gavin Mutter Joshua Steadmon
Bryan Green George Kapp Juan “Ragnar” Casanova
Bryan Smart Glenn Fleetwood Juan Cruz Balda Berrotarán
bwaomega Gordon Cranford Jus Sum Gai
Capheind Gordon Walton Justin C. Cain
Chip McKenzie gpmark68@gmail.com K.C. L’Roy
Chris DiNote Guy Larke K.L.Svarrogh
Chris Van Dyke Hans Winkerbean Keith H

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ADVENTURERS (CONT’D)
Keith Setliff Nick J. Scambonious Funk
Kendall Fischer Nick Johnson Sean Keefe
Kevin Kenson Niels (Ohas Direfist) Adair Sean Trader
Kielo Maria Maja Nose_of_Death@Yahoo.com Sergey Kislyak
Krutz Omer Golan-Joel Sigwulf
Larry Pryor Onothor, son of Ogothor StargazerA5
Lempi Kurkinen Pat Bellavance Steve Lord
Lester Ward Pat Slauson Steven D Warble
Lichhunter Patrick Pilgrim Steven Thesken
Lloyd Rasmussen Paul Ramer Stu White
Lorenzo Bandieri Peter Wimsey Tanner Yea
Macallan Lehane Petr Vilimek Tawer Redeye
Maeyanie Phil Gates-Shannon tblist@gmail.com
MachinaMandala Philipp Kepplinger Tchazzar
Make America Nazi Free Again Phroggelator The Integralist
Mark Craddock Pikey The Wordsmith
Mark Leymaster of Grammarye R. A. Mc Reynolds thehixsons1973@gmail.com
Martin Greening Rahshaad Benjamin Thomas Milazzo
Matías N. Caruso Random Brown Thomas Tanquinus
Matt Maranda Raneman thubar2000
Matteo Signorini Ray W. Timothy Baker
Matthew Skail RB Tod Jeffcoat
Matthias “Logan” Platzer Reverance Pavane Tom Ladegard
Micah the Bloody Juggernaut Ricardo Dorda Ulf Kaupisch
Micah Sweet Ricardo Fuente Vadis
Michael De Rosa Rob Brennan Viktor Haag
Michael Glass Rob Kalbach White Knight Leo
Michael S. Robert S. Conley WombatDazzler
Mikko Simonen Ross Hathaway Xavier Talonsharpe
Morgan Long Ryan Randolph
Nathaniel Bennett S J Jennings

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Table of Contents Credits . . . . . . . . . . . 2 4: The Monsters
Backers List. . . . . . . . . 3 of Kanahu 61
1: A Welcome To Kanahu 9 New Monster Types . . . . . 62
About the Author. . . . . . 10 Monster Listings . . . . . . . 64
Dedication . . . . . . . . . 10 Additional Monster
The Barbarian Subgenre . . . 10 Characteristics . . . . . . 89

2: The Rules of Kanahu 11 5: The Technology


Heroic Ability Scores. . . . . 12 of Kanahu 93
Heroic Funerals Understanding Alien
& Pharaonic Tombs. . . . . 12 Technology . . . . . . . . 94
The Hand of Fate. . . . . . 12 Mishaps . . . . . . . . . 94
Starting Fate Points . . . . 12 Visitor Technology . . . . . . 97
Spending Fate Points . . . . 12 Energy Crystals. . . . . . 97
Recovering Fate Points. . . 13 Alien Parts and Repairing
Acquiring Additional Alien Devices . . . . . . . 97
Fate Points . . . . . . . . 13 Weapons. . . . . . . . . 97
Exploding 20s . . . . . . . 14 Armor . . . . . . . . . . 99
Critical Hits . . . . . . . . 14 Chemicals. . . . . . . . 101
Special Maneuvers . . . . . . 15 Vehicles . . . . . . . . 102
Clamber . . . . . . . . . 15 Robots . . . . . . . . . 103
Sweeping Attack. . . . . . 16 General Devices . . . . . 104
Thievery . . . . . . . . . . 16 Visitor Hoards. . . . . . 108
Dexterity Modifier
and Thievery. . . . . . . 16
6: The Spells of Kanahu 111
New Spells. . . . . . . . 112
Encumbrance and Thievery . 16
Equipment for Thieves . . . 16 7: The World of Kanahu 117
Revised Thief Skills . . . . . 16 Welcome to Kanahu. . . . . 118
Prodigality . . . . . . . . . 17 Adaptation Notes. . . . . . 118
New Proficiencies. . . . . . 17 The Known World. . . . . . 120
Gladiatorial Combat. . . . . 18 Setting History. . . . . . . 121
Religion and Magic in Kanahu. 121
3: The Classes and Races
Calendar and Time . . . . 122
of Kanahu 19 Languages in Kanahu
Blessed Undertaker. . . . . . 20 and the Surrounding Lands. 122
Bugman Ovate. . . . . . . 23 The Harat Coast –
Bugman Dredger . . . . . . 26 Bastion of Freedom. . . . 122
Bugman Praetor. . . . . . . 28 Harat Coast Geography . . 123
Cultist. . . . . . . . . . . 30 The Harat Coast Gazetteer. . 126
Deep One Hybrid. . . . . . 33 The Free City of Harat . . . . 133
Dragon Incarnate. . . . . . 36
Geckoman Spirit-Talker. . . . 37 Appendices
Geckoman Stalker. . . . . . 40
Lizardman Gladiator. . . . . 42 A: Recommended Media 138
Lizardman Hunter. . . . . . 43 Recommended Books . . . . 138
Lizardman Priestess . . . . . 45 Recommended Films
Lizardman Warrior . . . . . . 47 and Television Shows. . . 138
Lizardman Witch-Doctor . . . . 48 Recommended Video
Mog Brute . . . . . . . . . 50 and Computer Games . . . 138
Necromancer . . . . . . . . 51 B: Racial Values 139
Nephil . . . . . . . . . . 53 Bugman Custom Classes. . . 139
Terran Cosmonaut . . . . . . 56 Bugman Praetor
Terran Starman. . . . . . . 57 Custom Classes. . . . . . 140
Using Existing ACKS Classes. . 60 Geckoman Custom Classes . . 141
The Barbarians of Kanahu. . 60 Mog Custom Classes. . . . . 142
Terran Custom Classes. . . . 143

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jeff beaumont (Order #31282357)
Chapter 1: A Welcome To Kanahu

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Barbarian Conquerors of Kanahu (BCK) is a sword & This genre explores similar themes to those of sword & sorcery
sorcery, horror, and science-fantasy setting sourcebook for the but does accept certain "science fiction "elements such as alien
Adventurer Conqueror King System (ACKS). BCK presents new planets, radium pistols, flying craft, and other technological
monsters, magical items, technology, spells, classes, and variant wonders. ​Sword & planet still follows the vision of a morally-
rules, all packaged together in Kanahu, a dangerous world of ambiguous 'outsider' protagonist, archetypically an earthling on
pulp fantasy that embraces the new material. The setting itself, Mars, using his might to smash ​the decadent villainy of the local
the world of Kanahu, is a gonzo sword & sorcery milieu with society.
dinosaurs, Cthulhoid creatures, giant insects, crazy sorcerers,
The second is science fantasy proper​ . This book, however,
muscled barbarians, city-states, and even some science-fantasy
presents a "science fiction" milieu closer to a fantastic setting
elements. It also draws on the myths of the Ancient Near East
once the outer trappings of starships, and rayguns are stripped
and pre-Columbian Mesoamerica for inspiration. The book
off it. This genre is exemplified by space princesses, dashing
contains material fully compatible with the ACKS core system,
interstellar rouges, space combat which looks suspiciously like
and almost everything from the Kanahu setting is readily
WWII air combat, and a relative disregard of actual science​
transferrable to other ACKS settings.
when it conflicts with the plot​. The same tropes of the barbarian
subgenre also apply here: it is easy to envision the mighty l​ost-
ABOUT THE AUTHOR world barbarian smashing through the ranks of raygun-wielding
I, Omer G. Joel, am a freelance Hebrew-English-Hebrew aliens with his massive sword, answering their advanced
translator from Yavne, Israel. I live with my spouse, Einat, and technology with his brute strength.
our two cats Saki and Chicha – as well as an entourage of wild
house geckos and even a painted dragon (Stellagama stellio) who A basic tenet of this genre is that the sword is trustworthy while
grace the walls of our house in the warmer months. Besides spellcraft is not. There may be mighty sorcerers on the side of
science fiction, fantasy, and tabletop role-playing games, my Law, but Chaos always lurks in wait for those who dabble in the
interests include herpetology, cooking, history, and computer arcane. The ultimate epic confrontation of this genre is that of a
gaming. I am proud to present this book after more than two warrior, preferable of barbaric stock, who raises his sword against
years of intermittent work, and despite the terrible burden of the black magic, monstrosities, and the forces of Chaos. This brings
Post Traumatic Stress Disorder (PTSD) I suffer from, which at us to an important feature of Barbarians of Kanahu: While this
times leaves me at a particular dire state. But I fight on, and write, setting is influenced by H.P. Lovecraft's superb horror stories,
and here is the result of my work. it does not share the nihilistic tone that many of them carry.
Unlike Lovecraft's protagonists, who typically end up dead, mad
DEDICATION or worse in the face of cosmic horror, Barbarians of Kanahu is
This book is dedicated to the love of my life – Einat Harari. May about swordsmen who, like Conan or Elric, face such horrors
you eventually learn to play and love these games, which are now with bravery, and wrath - and have a chance of putting them to
my domain! It is also dedicated to my regular gaming group – the sword.
Avi, Shaked, Lir and Gilad – who bring light and laughter to my So this is a heroic genre of what is essentially the noble savage
otherwise rough life and with whom I have play-tested much of who smashes decadent urbanism with his greatsword, and then is
the material in this book. crowned a deserving King of the city he conquered by the might
of his sword arm. This is very different than the heroism seen in
more classic High Fantasy. where heroes of pure, or almost pure,
THE BARBARIAN SUBGENRE Good face off against the forces of absolute Evil. Here we see
Barbarians of Kanahu belongs to what might be called the the anti-hero, the barbarian thief, rouge, pirate, and iconoclast,
“Barbarian subgenre”. This genre is an amalgam of three distinct sacking civilization, and then reforming it in his own image.
but related genres. The first is sword & sorcery literature,
exemplified by the likes of Howard's Conan and Moorcock's The chivalry of a more civilized age has little place in such a
Elric. This genre counterpoises corrupt, decaying cities and barbarous world. Heroes of the barbarian genre, Lawful as they
empires with rough-edged​​barbarian upstarts. It contrasts the are, are anything but chaste knights who pursue a life of virtue.
decadence of urban life with the vigor of those untainted by it. While they raise their swords against Chaos, and may put their
This might have been inspired by the fall of decadent Rome to lives on the line for Mankind (or Lizardkind), the barbarian
the Germanic "barbarians"​who set themselves as kings of its heroes know how to enjoy life while it lasts, and take the
ruins, or even by Samson's divine-inspired exploits against the deserving spoils of their victory – luxury, power, and lust. Many
urbanized Philistines. are not above thievery, piracy, deception, and revenge, but at the
end of the line, they stand their ground against the monstrosities
Furthermore, beyond sword & sorcery, as mentioned above, of Chaos. This conforms to the alignment descriptions in ACKS,
there are two more genres of note which are also relevant to the as well as to the conventions of the genre.
Barbarian sub-Genre. The first is sword & planet, exemplified
by Edgar Rice Burroughs' Barsoom, a fantastic vision of Mars.

10 The Barbarian Subgenre

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Chapter 2: The Rules of Kanahu

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The basic ACKS rules have been designed with a sword & sorcery HEROIC FUNERALS & PHARAONIC TOMBS
flavor in mind. That said, there are still many more opportunities The red sun sank low, bringing the relentless chill of Egyptian dusk;
to inject an even more intense sword & sorcery, sword & planet, and as it stood poised on the world's rim like that ancient god of
or even science-fantasy experience into your game. This chapter Heliopolis—Re-Harakhte, the Horizon-Sun—we saw silhouetted
will introduce several new rules and rulings to support the against its vermeil holocaust the black outlines of the Pyramids of
genre. Note that all rules provided here are optional; the Judge is Gizeh—the palaeogean tombs there were hoary with a thousand
encouraged to pick those rules which best fit his game. years when Tut-Ankh-Amen mounted his golden throne in distant
Thebes. Then we knew that we were done with Saracen Cairo,
and that we must taste the deeper mysteries of primal Egypt—the
HEROIC ABILITY SCORES black Kem of Re and Amen, Isis and Osiris. - Imprisoned with the
By default, the Adventurer Conqueror King System assumes that Pharaohs (H. P. Lovecraft)
adventurers are no gifted than the average person. If they become
great, it is because of their achievements in play, not because of The god of the dead, called Mawat in Kanahu and Anubis in
special advantages during character generation. As a result, the Sakkara, looks favorably upon a proper burial. Entombment
ability scores for ACKS adventurers are generated by rolling 3d6 in a proper tomb with grave goods pleases him, and for this he
in order. If the optional Generating Multiple Characters rule grants a boon to the deceased's heirs. In game terms, the true
is in effect, where players roll up five characters and select the beneficiary of a fallen adventurer’s heroic funeral is the player of
best to play with, then adventurers are perhaps among the top the deceased character. His new character may enter the game
20% most talented people, but still drawn from the common with experience points equal to 90% of the gold piece value of
stock. However, the archetypical barbarian or sorcerer of pulp money spent on the funeral and/or interred with his character
sword & sorcery tales is a cut above the average person. He is a (including the gp value of any magic items interred). He also
mighty hero or despicable villain remarkable in his talents and gains all unspent Fate Points (if any). The new character should
ambitions, not a mere farm-boy who realizes his dreams of glory be a friend or relation of the deceased, and is assumed to be
by grit and blades. guided and inspired by the spirit of the slain.
To account for this, Barbarian Conquerors of Kanahu offers the A character can invest in building and furnishing a tomb during
following optional methods for rolling up characters with better his life. This was the custom of Pharaohs in ancient Sakkara: The
ability scores. mighty lord would erect a magnificent pyramid during his reign
in which to inter his embalmed remains after his death. Such a
• Heroic: Roll 4d6 for each ability score in order. Drop the burial would then ensure his heir ascended the throne with the
lowest die, tally the remaining dice, and record that result. glory and might befitting a grand Pharaoh. In game terms, once
• Legendary: Roll 5d6 for each ability score in order. Drop the character dies and safely sleeps in his tomb, the above rules
the lowest 2 dice, tally the remaining dice, and record that apply to his heirs as well.
result. Should players abuse this rule by having their characters loot
Heroic characters will have ability scores in approximately the tomb of a deceased player character following his funeral (to
the same range as the top fifth of normal characters (11-14, get back the treasure they interred therein), Mawat's wrath will
averaging 12.24). Legendary characters will have ability scores in know no bounds! He will immediately turn the transgressors
approximately the same range as the top fifth of heroic characters into mummies, forever cursed to protect the tomb in restless
(12-16, averaging 13.43). If desired the Judge can have players death as the god tortures their vile souls for eternity.
roll up five characters when using either method.
EXAMPLE: Avi is creating an adventurer for use in a THE HAND OF FATE
Kanahu campaign. The Judge has decided to use the optional The Hand of Fate guides heroes and villains alike, granting them
“Legendary Ability Scores” and “Generating Multiple a boon at one time and ill fortune at other. To represent the
Characters” rules. Avi therefore will generate five characters; powers of fate, characters in Barbarian Conquerors of Kanahu
for each character, he will generate six ability scores, rolling campaigns may be awarded one or more Fate Points.
5d6 for each in order and dropping the lowest 2 dice.
This combination of optional rules creates very powerful STARTING FATE POINTS
characters! Avi’s results are, in order for STR, INT, WIS, Characters may begin with 1d6 Fate Points, representing the
DEX, CON, and CHA: #1 STR 13, INT 17, WIS 11, DEX fickle Hand of Fate.
15, CON 13, CHA 13; #2 STR 13, INT 11, WIS 15, DEX 16,
CON 11, CHA 15; #3 STR 6, INT 14, WIS 16, DEX 12, CON
12, CHA 13; #4 STR 14, INT 9, WIS 16, DEX 14, CON SPENDING FATE POINTS
17, CHA 14; #5 STR 15, INT 15, WIS 16, DEX 13, CON A Fate Point may be used in the following ways:
14, CHA 17. He decides to select character #5. He selects • A character may spend a Fate Point after making an attack
Dragon Incarnate as his character class, reducing CHA to 13 throw, proficiency throw, or saving throw to re-roll the
to increase STR and INT to 16. His final character has STR throw. Additional Fate Points can be spent to re-roll again
16, INT 16, WIS 16, DEX 13, CON 14, CHA 13. if desired. However, a character can never re-roll a natural
1. (This rule ensures that save-or-die effects are always
dangerous, regardless of how many Fate Points a character
has.)
12 Heroic Ability Scores

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Barbarian Conquerors of Kanahu

• A character may spend a Fate Point after making a damage


roll to re-roll the damage. Additional Fate Points can be EXAMPLE: Zarnor Serpent-Slayer is an 8th level
spent to re-roll again if desired. barbarian. During a recent adventure to seize the hoard of
a war-chief from Enyom, Zarnor expended 2 Fate Points.
• A character may spend a Fate Point to cleave after a
He wishes to recover his expended points by spending. As
successful attack throw, even if not otherwise eligible to do
an 8th level character, Zarnor's monthly wage is 3,000gp so
so (e.g. because the target of the attack was not slain, or
he must spend 6,000gp to no tangible game benefit. Zarnor
because the character has already cleaved to the maximum
sacrifices 100 edmontosaurs to his god Hadad (2,500gp
amount that round). Doing so does not count against the
value) then spends another 3,500gp on wine, women, and

Rules
character’s maximum number of cleaves per round.
song in a manner befitting the sagas.
• A character may spend a Fate Point to cast a 1st level spell or
perform a ceremony from the character’s repertoire in lieu Recovery through Solace
of expending one of his daily slots, expending spell points, A character may recover any expended Fate Points by taking
or suffering stigma. Additional Fate Points can be spent for solace in an illuminated pinnacle of good (if Lawful) or a
higher level spells, using the spell point progression (see shadowed sinkhole of evil (if Chaotic) for one month. The time
Heroic Fantasy Handbook, p. 103). is reduced to two weeks in a hallowed pinnacle or blighted
sinkhole, and to one week in a sacrosanct pinnacle or forsaken
• A character may spend a Fate Point to temporarily gain
sinkhole. If Lawful, the time must be spent contemplating art,
one rank in any proficiency available to his class or to
music, nature, poetry, and/or divinity. If Chaotic, the time must
temporarily gain a thief ability (excluding backstab) at one-
be spent in depraved and hedonistic pursuits. Neutral characters
half his class level. The effect lasts 1 turn (10 minutes).
may not recover Fate Points from solace, nor may characters
• A character with 0 or fewer hit points may spend a Fate with a WIS of less than 9.
Point to immediately recover to 1 hp. Unless the character
EXAMPLE: Eved-El, an 11th level Cleric in the service
has savage resilience, he is considered to have been
of El-Elyon, has recently expended 3 Fate Points in a
knocked out and will need one night’s bed rest or magical
confrontation with an arch-priest of Dagon. He wishes to
healing. He must roll 1d6 on Row 21-25 of the Mortal
recover his expended points by solace. He could take solace
Wounds table. If the character does have savage resilience,
in his settlement’s temple to El-Elyon (an illuminated
then he is considered to have been “just dazed” and does
pinnacle of good) and recover his points in one month.
not need any bed rest. He may roll 1d6 twice on Row 26+ of
However, he knows of a holier place, a shrine to El-
the Mortal Wounds table and choose the preferred result.
Elyon built on a spot where the god himself once walked
Once expended, a Fate Point cannot be used again until it has (a sacrosanct pinnacle). After four days traveling to the
been recovered. The player should record the running total of shrine, he spends seven days in contemplation there, then
his character’s Fate Points expenditures on the character’s sheet. returns home. In total, it has taken him (4 + 7 + 4) 15 days
to recover his 3 Fate Points. (Note that Eved-El could have
EXAMPLE: Zarnor Serpent-Slayer is an 8th level barbarian
recovered his points much faster had he spent his monthly
with 4 Fate Points. 8 ruffians confront him. In the ensuing
wage of 32,000gp to no tangible benefit.)
melee, Zarnor slays one ruffian, and makes a cleave.
Unfortunately, the result of his attack throw is a natural 1 – a
miss! Rather than lose the opportunity to keep cleaving, he ACQUIRING ADDITIONAL FATE POINTS
expends a Fate Point and re-rolls the throw. This time, the It is up to the Judge how Fate Points are acquired after character
result is a 16, which hits. Zarnor kills the second ruffian and creation. Choose one or more of the following methods:
keeps cleaving! Zarnor’s player records the expenditure, • Advancement: Characters could gain 1 Fate Point each
noting that Zarnor has 3 of his 4 Fate Points remaining. time they advance in level. This is the default method.
• Deeds of Renown: Characters could increase their
RECOVERING FATE POINTS
allocation of Fate Points by 1 or more each time they
Characters may recover expended Fate Points in one of two
accomplish some notable task. This method allows the
ways, through spending or solace.
Judge to reward his adventurers for advancing through a
story-driven arc, should that style of play be to his taste.
Recovering through Spending
In lieu of using the Prodigality rule (below), a character may • Fulfilling their Fate: Characters could increase their
regain any expended Fate Points by spending the monthly wage allocation of Fate Points by 1 or more each time they fulfill
of a character of his level (ACKS, p. 51) to no other tangible game a prophecy that has been made about them, revealed by the
benefit whatsoever. This could include extravagant sacrifices fate spell, etc. This method is similar to Deeds of Renown,
to the gods; alms to the poor; anonymous tithes to churches; but less heavy-handed in that the adventurers may find
reckless spending on wine, women, and song; elaborate funeral ways to fulfill their fate that surprise the Judge.
pyres for deceased henchmen; and so on. Spending on goods
• Sacrificing to their Gods: Characters could increase their
that can be easily transported and resold (such as gems, jewelry,
allocation of Fate Points by 1 or more by making a great
magic items, or trade goods) does not count.
sacrifice to their gods. A great sacrifice might be a legendary
magic item, a loved one, an eye or hand, or a monetary

The Hand of Fate 13

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sacrifice equal to 75% of the character’s accumulated XP. CRITICAL HITS
This method works well in games with the flavor of ancient If the result of an attacker’s attack throw exceeds its target value
myth, where the gods take an active hand in the affairs of by 10 or more, the attacker has dealt a critical hit to its target.
heroes. When a critical hit is dealt, the target suffers double damage
Unless the Judge rules otherwise, characters can never have and must make an immediate saving throw vs. Paralysis. If the
more Fate Points than their starting Fate Points plus their level save fails, the target suffers a critical effect in addition to double
of experience. damage. The target’s saving throw should be modified by 4
points per category of size difference between the attacker and
the target, as per ACKS p. 110.
EXPLODING 20S The attacker determines the critical effect dealt by rolling
When making throws, unmodified 20s do not automatically 1d10 on the appropriate column on the Critical Effects table.
succeed. Instead, when a character who throws an unmodified For purposes of the Critical Effects table, “characters” are
(natural) 20, the d20 explodes: The character immediately rolls combatants equipped with arms and armor, while “monsters”
another 1d20 and adds the new result to 20. Subsequent rolls of are combatants relying on natural weapons and toughness.
20 continue to explode without limit.
Brawling: After seeing the result rolled on the Critical Effects
EXAMPLE: An archer with a base attack throw of 11+ fires table, the attacker may opt to inflict a Brawling critical effect in
an arrow at Marcus, a high-level fighter in magical armor lieu of the effect rolled. For instance, an attacker who fears being
with an AC of 15. The archer needs to throw an (11+15) carried off by a flying creature could substitute a Brawling result
26+ to hit the fighter. He rolls a natural 20. He immediately for a Clamber result.
rolls 1d20; the result is a 7. The peasant has therefore
rolled a (20 + 7) 27 against Marcus, which is a hit. Had the Combat Trickery: After seeing the result rolled on the Critical
peasant’s second d20 roll have been a 3, the peasant’s result Effects table, an attacker with Combat Trickery proficiency may
would have been a (20 + 3) 23, and he’d have missed. Had substitute the special maneuver with which he has proficiency
the peasant’s second d20 roll have been an 18, result would in lieu of the effect rolled. For instance, an attacker with Combat
have been a (20 + 18) 38 and the peasant would have dealt Trickery (Disarm) who deals a Force Back critical hit can inflict
a critical hit (see below). a Disarm instead.
Shields May Be Splintered: If the target of a critical effect is
equipped with a shield, he may choose to substitute a Damage
Shield result in lieu of a Damage Armor, Force Back, Injure
Hide, Impair Attack, Impair Move, Knockdown, or Stun effect
dealt to him. This represents the character desperately absorbing
the blow on his shield.
Swallowing Whole: A monster capable of swallowing a target
whole that deals a critical hit may choose to swallow its target
rather than roll on the Critical Effects table.

Die Roll Effect vs. Character Effect vs. Monster


1 Brawling Brawling
2 Damage Shield Fatigued
3 Damage Armor Injure Hide
4 Disarm Impair Move
5 Force Back Force Back
6 Knockdown Knockdown
7 Sunder Weapon Impair Attack
8 Stun Stun
9 Wrestle/Clamber Wrestle/Clamber
10 Attacker’s Choice Attacker’s Choice

Critical Effects
Attacker’s Choice: The attacker may choose any desired critical
effect from the appropriate column (Character or Monster).
Brawling: The target suffers an additional 1d4 damage from
a strike from the attacker’s gauntlet, pommel, or shield rim. If
the attacker has no metal weapons, the damage is nonlethal, but
otherwise the brawling damage can be lethal or nonlethal, at his
discretion.

14 Exploding 20s

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Barbarian Conquerors of Kanahu

Damage Armor: The target’s armor is damaged, reducing its additional 1d4 nonlethal damage to the target. Swords cannot be
effectiveness by 1 point. Armor that loses all effectiveness is sundered by non-metal weapons or natural attacks by creatures
ruined. Damaged armor can be repaired at a cost of 10gp per of less than 5 HD. Magic weapons cannot be sundered except by
point of effectiveness. Magic armor cannot be damaged except other magic weapons or monsters of 5 HD or more.
by magic weapons or monsters of 5 HD or more.
Wrestle/Clamber: The results of this critical effect depend on
Damage Shield: The target’s shield is damaged, reducing its the difference in size between the attacker and target. If the
effectiveness by 1. If the shield is non-magical, this will destroy target is the same size category or smaller than the attacker,
it. Damaged shields can be repaired at a cost of 10gp per point of the attacker has grabbed the target in a wrestling hold (as the

Rules
effectiveness. Magic shields cannot be damaged except by magic special maneuver). If the target is one or more size categories
weapons or monsters of 5 HD or more. larger than the attacker, the attacker has clambered on top of or
mounted the target (as the special maneuver, see below).
Disarm: The target is disarmed of its weapon (as the special
maneuver). The weapon drops to a point chosen by the attacker
who dealt the critical hit, up to 5’ distant from the target. SPECIAL MANEUVERS
Fatigued: The target is wearied by the flurry of blows. The target
CLAMBER
suffers a -1 penalty to attack throws and damage throws until
Instead of making a melee attack, a combatant may attempt to
it rests. If additional fatigue effects are rolled, the effects are
clamber on top of a creature that is one or more size categories
cumulative.
larger than him. To clamber onto a creature, a combatant
Force Back: The target is forced back (as the special number). It must succeed on a melee attack throw with a -4 penalty. If the
must withdraw a number of feet equal to the attacker’s damage combatant is a thief or other class with the ability to Climb
roll. If this would push the opponent into a wall or obstacle, the Walls, the -4 penalty may be waived if the character makes a
opponent is knocked down, and takes 1d6 points of damage per successful proficiency throw.
10’ he has traveled.
The creature must then make a saving throw vs. Paralysis. The
Knockdown: The target is immediately knocked down (as the creature suffers a -2 penalty to its saving throw if of huge size, -4 if
special maneuver). Once prone, the creature can move, but of gigantic size, and -6 if of colossal size. If the creature succeeds
only to crawl at a movement rate of 5’, to take an action in lieu on its saving throw, it has shrugged off the combatant’s attempt.
of moving, or to end the condition by using an action in lieu If it fails, the combatant has clambered onto the creature, and is
of moving to stand up. If engaged, the prone creature remains now mounted on its back, perched on its shoulders, etc.
subject to the movement restrictions of being engaged, so it can
A clambering combatant gains a +4 attack bonus against the
only crawl if using defensive movement, and cannot stand up
creature he has clambered onto. If capable of backstabbing, the
in lieu of moving. The prone creature can attack, but suffers a
clambering combatant may do so, gaining a +6 attack bonus and
-4 penalty on its attack throws. Alternatively the prone creature
extra damage. A clambering combatant also gains a measure
can stand up in lieu of attacking. The prone creature can be
of protection against the creature’s own attacks. If the creature
backstabbed by creatures capable of doing so. Attack throws
lack arms, tails, or other appendages capable of reaching its
against the prone creatures gain a +2 bonus, or a +4 bonus if
own back, it may not directly attack the clambering combatant.
the attacker backstabs the stunned creature. The conditions is
Even if the creature does have such appendages, it attacks the
ended immediately when the creature stands up.
clambering combatant with a -4 penalty to attack throws.
Impair Attack: One of the target’s natural attacks (determined
In lieu of attacking, a creature with one or more combatants
randomly) is somehow impaired – muscles sprained, claws
clambering on it may attempt to unseat the clambering
ripped, etc. The target suffers a -4 to attack throws with the
combatants by bucking, rearing, colliding with walls, and
impaired natural attack until it rests.
similar tactics. This forces every combatant clambering on
Impair Move: The movement rate of the target’s primary the creature to make a saving throw vs. Paralysis. Combatants
movement is reduced by 25% or 30’ (whichever is less) until who succeed on the saving throw continue clambering on the
the target rests. This represents a leg being wrenched, an ankle creature. Combatants who fail the saving throw slip off the
twisted, and so on. creature. If the creature is more than 10’ tall at the shoulder, or is
flying, the unseated combatants will suffer falling damage (1d6
Injure Hide: The target’s hide is bruised, cut, or broken open
points of damage per 10’ fallen).
such that its AC is reduced by 1 until it rests.
EXAMPLE: Ermun, a 9th level thief (attack throw 6+), is
Stun: The target is stunned until the end of its next initiative. A
fighting a purple worm (AC 3). On his initiative, he attempts
stunned creature cannot attack, cast spells, or move. It gains no
to clamber onto the worm. Normally he would incur a -4
benefit to its AC from its shield (if any), and can be ambushed or
penalty to his attack throw for attempting a clamber, but
backstabbed by creatures capable of doing so. All attack throws
Ermun makes a proficiency throw against Climb Walls and
against stunned creatures gain a +2 bonus, or a +4 bonus if the
avoids this penalty. He needs a (6+3) 9+ to succeed in his
attacker ambushes or backstabs the stunned creature.
clamber; his roll is an 11, so he succeeds. Now the purple
Sunder Weapon: The target’s weapon is sundered (as the special worm may make a saving throw vs. Paralysis to shrug him
maneuver). If the target’s weapon is a non-magical spear, staff, off. As a 15 HD monster, it needs a 6+, but it suffers a -6
or pole arm, it shatters into splinters when sundered, dealing an penalty due to its colossal size. It only rolls a 3, so Ermun
Special Maneuvers 15

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Thieves in ACKS and other d20 retro-clones tend to be much
has clambered onto the purple worm! The purple worm’s less bold, because they are harshly penalized for failure, and fail
initiative is next. The Judge rules that the purple worm can quite often. For instance, a thief in ACKS a thief may only try
only reach its own back with its stinger, but not with its bite. to pick a particular lock, or find and remove a particular trap,
Rather than risk missing, he decides that the purple worm once. If he fails, he may not try the same lock or trap again
will attempt to unseat Ermun by rotating itself violently until he reaches a higher experience level. To allow thieves (and
back and forth. Ermun must make a saving throw vs. related classes) to better engage in impressive pulp adventures,
Paralysis. As a 9th level thief, Ermun needs 9+; he rolls a 17 use the following rules.
and succeeds easily.
In the next combat round, Ermun attacks the purple worm. DEXTERITY MODIFIER AND THIEVERY
Since he is clambering, the attack counts as backstabbing. Adroit and nimble thieves are more likely to succeed than their
He gains a +6 attack bonus, so he hits on (6+3-6) 3+. He less-gifted brethren. When a character makes a proficiency
rolls a 17 and lands a critical hit. As a 9th level thief, his throw to open locks, pick pockets, find traps, remove traps,
backstab deals quadruple damage, increased to quintuple hide in shadows, move silently, or climb walls, apply his DEX
damage because he landed a critical hit, so Viktir deals 5d6 modifier to the roll. The bonuses do not apply to hijinks.
points of damage to the worm. Even better, the worm fails
its saving throw against the critical hit. Ermun rolls a 7 on ENCUMBRANCE AND THIEVERY
the Critical Hit table, an “Impair Attack” result; the Judge Thieves, and other classes which use thief skills, benefit from
rules that Ermun has sliced off the purple worm’s stinger being light on their feet. If the character’s encumbrance is 5
tip, imposing a -4 penalty to its attacks with that natural stones or less, he gains a +2 bonus on proficiency throws to
weapon. climb walls, hide in shadows, and move silently. If the character’s
encumbrance is 2 stones or less, the bonus is increased to +4.
SWEEPING ATTACK The bonuses do not apply to hijinks.
A combatant may perform a sweeping attack in order to
simultaneously attack one or more engaged opponents, up to EQUIPMENT FOR THIEVES
his number of eligible cleaves. The combatant must be using a The following new items, found in Heroic Fantasy Handbook
medium or large weapon (such as a battle axe, sword, or two- (p. 78) are of benefit to thieves and related classes: adventurer’s
handed sword) or be at least one size category larger than all his harness, ear trumpet, padded shoes, thieves’ garb, thieves’ tools
engaged opponents, in order to perform a sweeping attack. Each companion kit, superior thieves’ tools, and masterwork thieves’
opponent targeted by the sweeping attack may immediately tools.
withdraw 5’ away from the attacking combatant if desired. The
attacking combatant may then make one attack throw at a -4 REVISED THIEF SKILLS
penalty against each opponent who did not withdraw. If all Open Locks: Picking a lock requires one turn and a successful
of the opponents withdraw from or are slain by the sweeping proficiency throw. Characters can pick locks in one round
attack, the combatant may either (i) immediately advance 5’ instead of one turn at a -10 penalty. (Characters with Lockpicking
and cleave or (ii) conduct a fighting withdrawal himself. When proficiency can pick locks in one round at a -4 penalty.) The thief
performing a sweeping attack and any subsequent cleaves, a may try again if the throw fails. However, if the thief ever fails
combatant’s total number of attacks may never exceed the usual the throw by 10 or more, or with a natural 1, he immediately
maximum (e.g. his attack routine plus his number of cleave breaks his thieves' tools. Broken thieves’ tools are useless.
attacks by level).
Find Traps: Finding a trap requires one turn (per 10 square
EXAMPLE: Athelstan, a 6th level fighter with a two-handed feet searched) and a successful proficiency throw. Characters
sword, finds himself surrounded by six orcs. He declares a can find traps in one round instead of one turn at a -10 penalty.
sweeping attack against all six orcs. Choosing discretion (Characters with Trap Finding proficiency can find traps in
over valor, four of the orcs withdraw 5’, but two boldly one round at a -4 penalty.) The thief may try again if the throw
stand their ground. Athelstan immediately makes an attack fails. If the thief ever fails the throw by 4 or less, he suspects a
throw against the two orcs, suffering a -4 penalty. He hits trap exists (if there actually is one), but does not know its exact
and slays both orcs. Athelstan can now choose to advance nature. If the thief ever fails the throw by 10 or more, or with a
5’ and cleave against the remaining orcs, or perform a natural 1, he has fumbled the search. If a trap exists, he sets it off.
fighting withdrawal. He chooses the latter, slipping around If no trap exists, he believes one does, but he thinks he does not
the corner to where his friends have formed up. know its exact nature.
Remove Traps: A thief may only remove a trap he has found,
THIEVERY not one he just suspects to exist. Disarming a trap requires one
One of the most common archetypes in sword & sorcery is the turn and a successful proficiency throw. Characters can disarm
thief. Thieves in heroic fantasy are bold risk-takers who infiltrate traps in one round instead of one turn at a -10 penalty. The thief
impenetrable fortresses, steal the crown jewels, and kidnap the may try again if he fails to disarm a trap. However, if a thief fails
princess on the way out. Even Conan began his career as a thief a disarming throw by 10 or more, or with a roll of a natural 1,
before he showed the world his barbarian might. he sets off the trap.

16 Thievery

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Barbarian Conquerors of Kanahu

Pick Pockets: A thief can try to suddenly grab a worn item Understanding with a proficiency throw of 7+. A character gains
without regard to being noticed – doing so grants a +4 bonus no bonuses to conduct research into alien technology, however.
to the proficiency throw, but the intended victim automatically This proficiency costs two proficiency slots to acquire. It should
notices regardless of whether it succeeds or not. The item may be added to the proficiency lists of clerics, mages, priestesses,
not be an item in the target’s hand (that is a disarm special Sakkaran (Zaharan) ruinguards, and other spellcasting classes.
maneuver). For more details, see Understanding Alien Technology on p. 94.
EXAMPLE: Kang, a 5th level mage, has Alien Lore 2
PRODIGALITY (chemicals, robots) and Alien Intuition. He could achieve

Rules
The heroes of the typical sword & sorcery tale do not hoard On-the-Spot Understanding of a plasma pistol with a
much wealth, nor do they act like prudent and thrifty investors. proficiency throw of 11+, or On-the-Spot Understanding
Typically, such a hero, upon winning a massive treasure, of a robot or chemical with a proficiency throw of 7+.
will waste a significant part of it, if not all of it, on wine, Alien Lore: The character is well-versed in the lore of alien
companionship, and song. Larger-than-life heroes, in this genre, technology and super-science, allowing for On-the-Spot
lead larger-than-life lives – they party as if there is no tomorrow, Identification of certain alien artifacts. Each time the character
enjoy the day to its fullest, and usually wake up much poorer in takes this proficiency, he picks one category of technology
the next morning – ready for yet another adventure in pursuit that he is familiar with from among Armor, Chemicals,
of gold and glory. To simulate this genre convention that is General Devices, Robots, Vehicles, or Weapons. Thereafter,
to encourage player characters to live large and in a prodigal the character can achieve On the Spot Understanding of
manner, you may employ the following rule. items from that category with a proficiency throw of 11+,
A character gains a bonus to XP earned from adventuring if, and only suffers mishaps identifying items from that category
in the prior month, he prodigally consumed more than the on an unmodified roll of 1. The character also gains +1 on all
Henchmen Monthly Wage (see ACKS p.51) appropriate to his proficiency throws to conduct research into alien technology.
class level each month. The money must be spent on buying Each time the proficiency is selected thereafter, the character
luxuries, throwing parties, commissioning expensive jewelry gains familiarity with another category of tech and gains
and fancy clothes, and other conspicuous consumption. another +1 bonus to conduct research. This proficiency should
To calculate the XP bonus, compare the value of the be added to the proficiency lists of clerics, mages, priestesses,
character’s prodigal spending with the amounts listed on the Sakkaran (Zaharan) ruinguards, and other spellcasting classes.
Henchmen Monthly Wage table; the bonus is 5% per level of See Understanding Alien Technology on p. 94 for more details.
overconsumption. Conversely, if a character spends less than EXAMPLE: Kang is a 5th level mage with Alien Lore 2
his own Henchman Monthly Wage, he incurs a -5% penalty per (Chemicals, Robots). When he encounters a vat of blue,
level of underconsumption. viscous fluid, he can use Alien Lore (Chemicals) to achieve
EXAMPLE: A 5th level character wastes 3,000gp in one On-the-Spot Understanding with a proficiency throw
month on larger-than-life living. Consulting the Henchmen of 11+. When he encounters a plasma pistol, he cannot
Monthly Wage table, the Judge sees that at 5th level a achieve On-the-Spot Understanding because he does not
character earns a monthly wage of 400gp, at 6th level 800gp, have Alien Lore (Weapons), but he does gain a +2 bonus to
at 7th level 1,600xp, and at 8th level 3,000gp. The character proficiency throws to research the plasma pistol.
has consumed the equivalent of an 8th level henchman's Destined: The character gains one Fate Point. This proficiency
wage this month, so next month he gains a bonus of [ (8 - 5 does not appear on any class lists. The Judge should decide if this
) x 5%] 15% bonus on XP earned from adventuring. Had proficiency exists in his setting. If so, any character may select it
the character only spent 100gp (equivalent to a 3rd level as one of his class proficiencies.
character’s wage) he would have suffered a 10% penalty on
XP earned from adventuring the following month. When Farseeing: The character can see the fates of mortals. He may
the Prodigality rule is in play, characters are rewarded for determine how many Fate Points a character has after 10
living large and penalized for miserly living! minutes (1 turn) of casual interaction or observation. Once per
week, the character may cast fate (as the spell). The casting time
is 10 minutes.
NEW PROFICIENCIES Technological Dabbling: The character may attempt to use
The following proficiencies may be added to a sword & sorcery, scanners, advanced robots, cloning vats, scanners, and other
sword & planet, or science-fantasy campaign. advanced alien technology only useable by mages. At level 1,
Alien Intuition: Alien blood flows through the character's the character must make a proficiency throw of 18+ to use the
veins, and this extraterrestrial heritage allows him to intuit the technology. On a failed throw, the attempt backfires (use the On-
function and use of alien devices. The character can achieve On- the-Spot mishap table, p.96). The proficiency throw required
the-Spot Understanding of an alien item with a proficiency throw reduces by 2 per level, to a minimum of 3+. This proficiency
of 11+ per item, and only suffers mishaps on a unmodified roll should be added to the proficiency lists of thieves and bards.
of 1. If the character has Alien Intuition and Alien Lore in the
appropriate category for an item, he can achieve On-the-Spot

Prodigality 17

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GLADIATORIAL COMBAT Fighting to first blood is the most common form of arena
A common trope in sword & sorcery and sword & planet combat. These matches are resolved using the regular ACKS
literature is gladiatorial combat for the enjoyment of spectators combat rules; the first gladiator to reduce his opponent's hit
and/or the glory of the participants. The Free City of Harat, points to below half of their maximum value wins the match.
which is the default setting of this book, was taken over by a Fighting to first blood is quite risky at low levels, as a single blow
slave rebellion led by gladiators, particularly of the lizardman might easily kill or maim the target, but higher level combatants
kind. Today, this city is relatively anarchic in nature, and the usually survive such matches with minimal risk. Typically, each
gladiators' culture predominates - strength, bravado, and professional gladiator fights three to five such matches a year
fighting prowess are celebrated, and shows of force revered by (there is a limit to how many arena games are available to each
the populace. Instead of the slave gladiators of the old regime, entrant, after all). The prize for a winner of such a match is
however, now willing participants usually fight arena fights. 100gp per level per match; this prize is considered as "treasure"
This includes professional gladiators, warriors trying to prove for the sake of calculating XP, in addition to the XP earned for
themselves, and duelers who wish to solve their differences defeating the opponent. 0-level gladiators earn 25gp per bout,
by the sword while a cheering crowd watches. Criminals may and typically become 1st level veterans after approximately four
also elect to have trial by combat (typically against dinosaurs or bouts in the arena.
other criminals) in lieu of other forms of punishment. If they Fighting to the death is less common in Harat, where the
survive, they are free to go - they have bought their freedom in gladiators are all volunteers; and though in more barbarous
blood, after all. cities it is more common, even the most callous slave-owners
There are three kinds of gladiatorial combat. The first is show are loath to lose their expensive slave gladiators to death. When
fighting – that is, mock-battles, typically staged by professionals, fighting to the death does take it place, it can include matches
which are not intended to truly harm the participants (though against other gladiators or against beasts (such as dinosaurs or
accidents happen), but rather to entertain the audience. The giant insects). In Harat, matches to the death are usually a form
second, and most common, type is fighting to first blood; of capital punishment – criminals convicted for high crimes
the first character who draws blood wins. The third, and are sent into the arena, to fight each other or monsters; if they
lease common, type is fighting to the death, or at least to the die there, at least the crowds have enjoyed their death. If they
permanent maiming of the loser. survive, they have won their freedom with shed blood, and
are thus free to go (but do not receive any monetary prizes). A
The Lizard King Mazatel organizes five Great Tournaments victorious criminal even keeps his place in Harati society – for
per year in Harat’s arena – one in each of the city’s four major once the price is paid in blood, the crime is forgiven by King
religious festivals and one on the anniversary of Harat’s liberation Hardun. In rare cases, however, some denizens of Harat may
from the Sorcerer King’s tyranny. Such spectacles include elect to fight each other to the death, either as a duel of honor,
numerous bouts of gladiatorial fighting, from show fighting to or for massive amounts of gold and glory. In such a case, the
fights to the first blood. Participants who wish to fight to the winnings from a fight to the death are 500gp per level per match
death can request this – and the crowd will eagerly bet on such (level 0 characters earn 100gp per match). Fighting to the death
thrilling competitions of martial skill. At the conclusion of each uses the regular ACKS rules for combat, and the winner is the
Great Tournament, the Lizard King presents all of the winners last combatant standing with 1 or more hit points (anyone dead
with golden laurels and invites them to a royal feast held in the or mortally wounded loses the fight).
Hanging Gardens. In addition to these spectacles, individual
Harati citizens often arrange their own informal matches in For alternative and additional rules and ideas for gladiatorial
various inns and even in back alleys. Such matches may be combat, see the article “Morituri Te Salutant” in Axioms Issue 4.
fought for money or as duels to resolve conflicts outside the law.
Show fighting requires the Performance proficiency (see ACKS
p. 62), and works per the rules of that proficiency, including its
earnings. This is, understandably, much less profitable than any
real combat (whether to first blood or to the death). The crowds
might enjoy this show of skill and bravado, but rarely bet on it
or award prizes, as show fighting is typically a staged affair and
not a real bloodsport. Professional gladiators typically combine
a good number of show fights with several bouts of actual pit-
fighting to maximize their earnings.

18 Gladiatorial Combat

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Chapter 3: The Classes and Races
of Kanahu

jeff beaumont (Order #31282357)


In this chapter, we will discuss a number of new and variant Lizardman Warrior: A member of the elite fighting force of
character classes, both human and from other races, who fit the lizardman civilization. Each lizardman warrior belongs to a
sword & sorcery milieu and the Kanahu setting. In addition for secret society with its own unique totem, and each totem has its
brief notes and rules about slightly modifying certain ACKS own advantages.
classes to fit this milieu, this chapter presents fifteen new classes,
Lizardman Witch-Doctor: A tribal sorcerer of the lizardmen,
as summarized below:
an arcane spellcaster who gains several additional powers by
Blessed Undertaker: A priest of the Neutral death god Mawat, trafficking with demons and spirits.
a specialist in slaying undead. Mawat is jealous of dead
Mog Brute: Bred for war by the alien Visitors, the mog has
stolen from his halls, and sends his clerics to hunt down such
escaped to pursue his own savage course through Kanahu.
abominations and send them back to where they belong. The
Blessed Undertaker combines the power of faith with stealth and Necromancer: A priest of Pazuzu, the evil god of Undead and
moderate martial prowess. Sorcery, dedicated to the necromantic arts.
Bugman Ovate: A female sentient insectoid capable of arcane Nephil: Half human, half alien Visitor. Has an innate knack for
spellcasting, flight, interaction with insects and fungi, and, alien tech, as well as locks and traps, is telepathic, and can cast
eventually, establishing a nest, and spawning a huge multitude of arcane spells at higher experience levels.
bugmen to populate her domain!
Terran Cosmonaut: An elite military pilot or astronaut from our
Bugman Dredger: A sneaky male sentient insectoid who builds own 20th or 21st century who has crashed on Kanahu.
up a network of thieves and merchants. Like the female, he is a
Terran Starman: A member of the 23rd century Terran Navy
born survivor and resistant to poison and disease, and also excels
who finds Kanahu to be a strange new world to explore.
in stealth and subterfuge.
Bugman Praetor: An aggressive male sentient insectoid evolved
for combat. BLESSED UNDERTAKER
Prime Requisites: DEX, WIS
Cultist: A Chaos-worshiping lunatic, granted divine power by Requirements: Must be Neutral.
his alien gods; cultists of different gods have different special Hit Dice: 1d4
powers. Maximum Level: 14
Mawat is neither a kind god nor a Lawful one; he cares little
Deep One Hybrid: A spawn of Chaos, a crossbreed between
for civilization or for the affairs of the living. As Lord of the
abominable fishmen and humans, a brutal fighter capable of
Underworld and Master of the Dead, his domain is a grim one -
Chaotic divine spell power granted by Dagon and Rahab.
the eternal burial of flesh in the earth and the eternal containment
Dragon Incarnate: A human born with the soul of a great of the soul in Sheol, the underworld. Mawat , however greedy, is
dragon, the Dragon Incarnate is born to lead, fights with a patient - he covets the souls of all that lives for expanding his
dragon's ferocity, and, at higher experience levels, becomes hoard of spirits beyond the grave in his deathly realm, but he can
capable of casting arcane spells. wait. And waiting always pays off for him - for everything dies.
Well, almost everything.
Geckoman Spirit-Talker: The 'shaman' of the geckomen,
protected by an ancestral spirit and casting divine magic. He also There is one thing that enrages this God of Death: Undeath. As
climbs walls and ceilings very well, and may detach his tail for a he sees it, Undeath is outright theft of what is rightfully his by
hefty bonus on the Mortal Wounds table. lesser gods and impudent mortal sorcerers. The bodies and souls
stolen from Mawat by means of necromancy must be returned to
Geckoman Stalker: A sneaky, patient hunter and trapper of the
their rightful place - his underworld.
geckomen. Like the spirit-talker, he climbs walls and ceilings
very well, and may detach his tail for a hefty bonus on the Mortal Towards this end, the Master of the Dead sends forth his mortal
Wounds table. servants - his priests, as some would call them - the Blessed
Undertakers. Their first task is to slay undead, as well as those
Lizardman Gladiator: A lizardman bred for arena combat,
who dare rebel against Mawat and create them. In more civilized
who fights like a real monster. (This class is a modified version
places Blessed Undertakers also serve as guardians of graveyards,
of the Thrassian Gladiator from the ACKS Player's Companion,
tombs, and catacombs, vigilantly watching the dead lest they rise
somewhat weaker, but with faster progress in leveling.)
in defiance of their rightful Master.
Lizardman Hunter: A wild, stealthy hunting lizardman, with
In settings other than Kanahu, this class may be used to
abilities geared towards ambushing prey.
represent any grim slayer of the undead, who is powered by
Lizardman Priestess: A lizardman priestess of the grand goddess divine retribution. From a Van Helsing-style monster hunter to
Ixchala, a divine spellcaster with strong healing powers. a dedicated guardian of graveyards for a lawful or Neutral god of
the dead, this class represents a priestly character tasked not with
healing or blessing the living, but rather with putting the dead to
their final, silent rest.

20 Blessed Undertaker

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Barbarian Conquerors of Kanahu

Races/Classes

Blessed Undertaker 21

jeff beaumont (Order #31282357)


Blessed Undertaker Level Progression Spell Progression
Experience Title Level Hit Dice Abilities 1 2 3 4 5
0 Gravedigger 1 1d4 Backstab, hide in shadows, move silently - - - - -
1,250 Acolyte 2 2d4 Divine spellcasting 1 - - - -
2,500 Burier 3 3d4 Concealed from undead 2 - - - -
5,000 Servant of Death 4 4d4 2 1 - - -
10,000 Undertaker 5 5d4 Righteous turning, magic research (minor) 2 2 - - -
20,000 Custodian 6 6d4 2 2 1 1 -
40,000 Entomber 7 7d4 Detect undead 2 2 2 1 1
80,000 Slayer 8 8d4 3 3 2 2 1
180,000 Patriarch 9 9d4 Temple, magic research 3 3 3 2 2
280,000 Patriarch, 10th Level 10 9d4+1* 4 4 3 3 2
380,000 Patriarch, 11th Level 11 9d4+2* Magic research (advanced) 4 4 4 3 3
480,000 Patriarch, 12th Level 12 9d4+3* 5 5 4 4 3
580,000 Patriarch, 13th Level 13 9d4+4* 5 5 5 4 3
680,000 Master of the Necropoli 14 9d4+5* 6 5 5 5 4
*Hit point modifiers from constitution are ignored

Blessed Undertaker Thief Skills Blessed undertakers cast divine spells using the spell list below.
They turn undead as clerics of two levels higher than their
Hide in Backstab
Level Move Silently Shadows Undead own level; however, unlike the regular cleric, they cannot turn
infernal creatures. They may also engage in magical research
1 17+ 19+ x2
and item creation as clerics. To better put the unliving to rest,
2 16+ 18+ x2
they are blessed with the ability to backstab undead (and only
3 15+ 17+ x2
undead), as a thief of their level. They may also move silently
4 14+ 16+ x2
and hide in shadows as a thief of their level, as shown on the
5 13+ 15+ x3 accompanying table.
6 12+ 14+ x3
7 10+ 12+ x3 At 3rd level (Burier), a blessed undertaker is concealed from
8 8+ 10+ x3 undead by Mawat’s power; when the blessed undertaker sneaks,
9 6+ 8+ x4 undead are always considered to be passively watching rather
10 4+ 6+ x4 than actively watching.
11 2+ 4+ x4 At 5th level (Undertaker), a blessed undertaker gains the power
12 2+ 3+ x4 of righteous turning. When turning undead, the character adds
13 1+ 2+ x5 his Wisdom bonus to both the turning throw and to the number
14 1+ 1+ x5 of HD turned on a successful throw. At this level, the blessed
undertake may also begin to research spells, scribe scrolls, and
Blessed undertakers are skilled combatants, albeit not as good as brew potions.
fighters. At first level, they hit an unarmored foe (AC 0) with an At 7th level (Entomber), a blessed undertaker also gains the
attack throw of 10+. They advance in attack throws and saving ability to detect undead at will, with a casting time of 1 turn.
throws by two points every four levels of experience. Blessed
undertakers may only use swords, daggers (including sickles, When a blessed undertaker attains 9th level (Patriarch), he
which use the stats for a short sword), bows, and crossbows, and can establish a necropolis, and 2d6 blessed undertakers of 1st
may only wear leather armor or lighter. They may use a one- level will come to work with the character. Blessed undertakers’
handed weapon, a two-handed weapon, or a weapon in each necropolises follow similar rules to thieves’ hideouts, though
hand. They may not use shields. They progress in saving throws their operations are aimed at uncovering necromantic and
and proficiencies as clerics. undead activity rather than theft. Hijinks will typically be

Blessed Undertaker Attacks & Saving Throws


Petrification &
Level Paralysis Poison & Death Blast & Breath Staffs & Wands Spells Attack Throw
1-2 13+ 10+ 16+ 13+ 15+ 10+
3-4 12+ 9+ 15+ 12+ 14+ 9+
5-6 11+ 8+ 14+ 11+ 13+ 8+
7-8 10+ 7+ 13+ 10+ 12+ 7+
9-10 9+ 6+ 12+ 9+ 11+ 6+
11-12 8+ 5+ 11+ 8+ 10+ 5+
13-14 7+ 4+ 10+ 7+ 9+ 4+

22 Blessed Undertaker

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

Divine Spell List (Blessed Undertaker)


First Level Divine Spells Second Level Divine Spells Third Level Divine Spells
1 Cure Light Wounds* 1 Bless 1 Continual Light*
2 Delay Disease 2 Delay Poison 2 Cure Disease*
3 Detect Evil* 3 Find Traps 3 Detect Curse*
4 Detect Magic 4 Hold Person 4 Detect Invisible
5 Detect Undead 5 Holy Chant 5 Feign Death
6 Light* 6 Resist Fire 6 Glyph of Warding
7 Protection from Evil 7 Righteous Wrath 7 Invulnerability to Evil
8 Remove Fear 8 Silence 15' radius 8 Prayer
9 Resist Cold 9 Spiritual Weapon 9 Remove Curse
10 Shield of Mawat 10 Speak with Dead 10 Death Ward

Races/Classes
Fourth Level Divine Spells Fifth Level Divine Spells
1 Cure Serious Wounds* 1 Atonement
2 Dispel Magic 2 Commune
3 Divination 3 Dispel Evil
4 Fate 4 Fear
5 Neutralize Poison* 5 Flame Strike
6 Protection from Evil, sustained* 6 Quest*
7 Smite Undead* 7 Restore Life and Limb*
8 Sticks to Snakes 8 Strength of Mind*
9 Vigor 9 Sword of Fire
10 Tongues 10 True Seeing
* Denotes a reversible spell. Italics denotes a spell from the Player's Companion. Bold denotes new spell from this book.

assassinations (of suspected undead or cultists) or spying. See Slayer of the Dead template: This pre-generated template
the ACKS Campaigns chapter for more information. represents a grim hunter and slayer of the undead, equipped to
deal with the worst of them. The template is ready for adventure.
At 9th level, a blessed undertaker also gains the ability to create
However, if your blessed undertaker’s INT is 13 or greater, you
more powerful magic items such as weapons, rings, and staffs.
may pick one or more additional general proficiencies before
At 11th level, a blessed undertaker may learn and cast ritual play (see Starting Proficiencies in ACKS Chapter 4).
divine spells of great power (6th and 7th level), and craft
magical constructs such as golems and animated statues. These
activities are explained in the Campaign chapter of the ACKS BUGMAN OVATE
core book. Prime Requisites: DEX, INT
Requirements: DEX, CON 9.
Blessed Undertaker Proficiency List: Alertness, Alien Hit Dice: 1d6
Intuition, Alien Lore, Apostasy, Battle Magic, Blind Fighting, Maximum Level: 11
Contemplation, Diplomacy, Divine Blessing, Divine Health, A relatively rare, though influential, sentient species in Kanahu
Healing, Knowledge (history), Loremastery, Martial Training, are the bugmen. These upright insectoids have little in common
Mystic Aura, Precise Shooting, Prestidigitation, Profession with the orderly hive-based social insects, instead seeming to
(undertaker), Prophecy, Quiet Magic, Sensing Evil, Sensing have evolved from or be related to common household and
Power, Skirmishing, Skulking, Sniping, Theology, Unflappable sewage cockroaches. They are resilient, shady, anarchic, and
Casting, Weapon Finesse, Weapon Focus opportunistic to the extreme.

Template: Slayer of the Dead Bugmen thrive wherever there is an opportunity for commerce,
Proficiencies: Precise Shooting, Profession (undertaker) subterfuge, and infiltration. They excel in the criminal
Starting Equipment: Silver dagger, black leather armor, tattered underworld, using their opportunistic nature and keen senses
backpack, rolled blanket, dark hooded to strike shady deals with other sentient beings. They live in the
cloak, shortbow, quiver with 20 arrows, 2 shadows of civilization, living on its refuse. Thus, some bugmen
flasks of military oil, clove of garlic, holy are, ironically enough, Lawful - because, if civilization falls, so
symbol (iron skull of Mawat), iron rations does its bounty, and so do the many opportunities for success
of 1 week, 50’ rope, stakes (4) and mallet,
waterskin, shovel, sledgehammer, tinder it offers. Most are Neutral or Chaotic, however, as befitting
box, torches (6), 4gp in a small purse. their opportunistic nature. Bugmen usually worship the gods of
humans around them, though they are rarely devout, and much
more interested in striking temporary deals with the divine
rather than forming long-lasting relationships.

Bugman Ovate 23

jeff beaumont (Order #31282357)


Bugman Ovate Level Progression Bugman Ovate Spell Progression
Experience Title Level Hit Dice Level 1 2 3
0 Nymph 1 1d6 1 - - -
3,050 Bug-Aspirant 2 2d6 2 1 - -
6,100 Bug-Postulant 3 3d6 3 2 - -
12,200 She-Roach 4 4d6 4 2 - -
24,400 Insect Imago 5 5d6 5 2 1 -
48,800 Insect Theurgist 6 6d6 6 2 1 -
100,000 Insect Magician 7 7d6 7 2 2 -
200,000 Brood Lady 8 8d6 8 2 2 -
375,000 Nest Mother 9 9d6 9 2 2 1
550,000 Nest Mother, 10th level 10 9d6+1* 10 2 2 1
725,000 Nest Mother, 11th level 11 9d6+2* 11 2 2 2
* Hit point modifiers from Constitution are ignored.

Bugmen may be easily imported into any sword & sorcery sell equipment, hire retainer, and engage in mercantile ventures
setting, and, indeed, into many ‘standard’ fantasy worlds, in a market they have previously visited, treat the market as if it
wherever a hive of roguish insectoids and shady bug-merchants were one market class larger than its actual size. (Class I markets
would be appropriate. They are extremely alien in nature, but remain Class I markets).
so are many other beings in fantasy fiction. In fact, several of
Like the cockroaches they resemble, bugmen are hard to kill.
the less lawful fey in certain fantasy worlds may have insect-like
When a bugman is required to consult the Mortal Wounds
characteristics, which may be represented by this class.
table, the player may roll twice, and choose the preferred result
All bugmen begin play knowing their native language as well to apply. The character also subtracts his class level from the
as the common tongue of the human society around them number of days of bed rest required to recover.
(plus any bonus languages provided by a high INT). They can
Finally, the sturdy bugmen possess the survivability of
speak human languages readily, though with a heavy accent
cockroaches, and thus are immune to all forms of disease,
interrupted by many clicks and buzzing sounds. The reverse is
including magical diseases such as those caused by spells,
not true; humans find it difficult to speak the bugman language,
mummies, or lycanthropes, as well as to all forms of poison,
with its many mouth-part clicks, and suffer a -2 penalty to
including magical poisons.
Reaction rolls with bugmen when trying to speak to them in
their own tongue rather than a human tongue. However, bugmen are alien beings and thus suffer a -2 penalty
to the reactions, loyalty, and morale of men, lizardmen, and
The race’s heavy chitinous carapace provides a +1 bonus to AC,
geckomen. Conversely, they get a +2 bonus to the reactions,
but prevents them from wearing any significant armor heavier
loyalty, and morale of their own kind.
than Leather.
Bugmen are divided into two castes by gender, the ovates (female)
Bugmen are nocturnal creatures, able to sense minute
and dredgers (male). Apart from mating, the sexes have little in
movements of air with their long and extra-sensitive antennae,
common. The dredgers are notorious for digging in unseemly
granting them blindsight to a range of 60’. This blindsight
places, making dirty deals, and selling suspicious artifacts,
functions like infravision, except it is not affected by light
while the ovates spend their time cultivating their magical and
sources, magical darkness, or other visual phenomena but
mundane power until they have sufficient resources to focus on
rendered useless in high wind. These same antennae provide
reproduction en-masse. An ovate who becomes a Nest-Mother
bugmen with keen insect senses granting a +1 bonus to avoid
will command the respect of the many dredgers who frequent
surprise and a +4 bonus on any proficiency throws to hear
her nest, but she does not have real command over them.
noises and detect secret doors. With a proficiency throw of 18+,
a bugman can notice secret doors with just casual inspection. Physically, a bugman ovate stands around 4’ tall, with an
additional 1’ in antenna, but will be much wider than a male
Bugmen are consummate scavengers and re-sellers, known to
dredge of comparable height, and grow further over time; by
other bugmen traders, as well as human traders, all over the
the time an ovate settles in a nest and becomes a nest-mother,
land. Due to this mercantile network, bugmen who buy and
she will have reached 6’ in length and gained significant mass.

Bugman Ovate Saving Throws Ovate Attack Throws


Petrification & Poison & Blast & Staffs &
Level Paralysis Death Breath Wands Spells Level Attack Throw
1-3 13+ 13+ 15+ 11+ 12+ 1-2 10+
4-6 12+ 12+ 14+ 10+ 11+ 3-4 9+
7-9 11+ 11+ 13+ 9+ 10+ 5-6 8+
10-11 10+ 10+ 12+ 8+ 9+ 7-8 7+
9-10 6+
11 5+
24 Bugman Ovate

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

Bugmen ovates range from yellowish-brown to dark brown or When her nest is complete, the Nest Mother will lay her first
black in color, though their eyes are always shiny black. Unlike brood of eggs, which will hatch 30 days later. The number of her
the landlocked dredgers, ovates have four functional wings, two initial brood that survive to adulthood will depend how many
hard and two soft, and may fly at a rate of 30’ per round. hexes she has secured to serve as harvesting and food sources
for her brood – 3d6 x 10 family-equivalents per 6 mile hex is
Bugman ovates usually know how to defend themselves,
typical.
although they are not as skilled as fighters. At first level, an
ovate will hit an unarmored foe (AC 0) with an attack throw of Unlike human domains, however, nests do not increase in
10+. They advance in attack throws and saving throws by two population from natural growth or investment, only from
points every four levels of experience (i.e. the same as thieves). egg-laying. Once per year, if a Nest Mother remains in her
They may use any missile weapons and any one-handed melee nest for a full season, she will produce an extra 24d10 (~140)
weapons. They are not trained to use shields, fight two-handed, family-equivalent of bugmen (re-roll 10s as with agricultural
or dual wield weapons. They may perform one cleave attack per investment). The Nest Mother may produce more than
2 levels of experience. her normal brood if she gorges herself on food during her

Races/Classes
reproductive season. The rich proteins necessary for this will
Bugman ovates have all the powers of ordinary bugmen, but
cost 1,000gp per extra 1d10 family-equivalents worth of eggs
enjoy great longevity with a lifespan three times longer than
she plans to lay. A Nest Mother who produces more family-
normal. Their physical robustness also grants them immunity
equivalents than her domain can sustain must annex additional
to ghoul paralysis.
territory or lose control of the surplus family-equivalents the
As they mature, bugman ovates also develop powerful following season.
parapsychic abilities. The first ability to manifest is a kinship
Apart from being produced directly by a Nest Mother, bugmen
with arthropods and fungi. Ovates can identify arthropods
family-equivalents follow the ordinary rules for peasant or
and fungi with a proficiency throw of 11+, and understands
urban families, and bugmen conscripts, militia, and specialists
the subtle body language and moods of arthropods and fungal
can be recruited from these family-equivalents as per normal.
creatures (though they may not understand the character)
automatically. This grants them a +2 to all reaction rolls Bugman Ovate proficiency list: Alien Intuition, Alien Lore,
when encountering normal and giant arthropods and fungal Bargaining, Blind Fighting, Bribery, Caving, Climbing, Combat
creatures, and allows them to take giant arthropods and fungal Trickery (disarm, incapacitate), Command, Diplomacy,
creatures as henchmen. They also can speak with arthropods Disguise, Eavesdropping, Familiar, Fighting Style, Gambling,
at will (treat as the speak with animals spell but the power works Leadership, Loremastery, Magical Engineering, Mystic Aura,
with natural or giant arthropods instead of animals). Passing Without Trace, Perform, Precise Shooting, Quiet
Magic, Running, Sensing Power, Skirmishing, Swashbuckling,
Their arcane powers allow them to develop antennae for
Trapping, Unflappable Casting, Weapon Finesse.
potions. An ovate may make a proficiency throw of 11+ to
determine the magical properties of a potion or oil based on its Template: Aspiring Nymph
scent and emanations. Proficiencies: Diplomacy, Leadership
Starting at 2nd level (Aspirant), bugman ovates gain the ability Starting Equipment: Chitin backpack, brown leather armor,
to cast arcane spells and perform magical research, doing so long sword fashioned from giant insect
chitin, shortbow with 20 arrows in a
as mages of one-half their level, and using the same spell list and quiver, blanket from fungal fibers, 1
the same rules for learning and casting spells. They can use any week’s iron rations, blank spell book, ink
magical items available to mages. Unlike mages, bugman ovates and writing straw, waterskin, decorative
can cast spells while wearing leather armor. jewelry worth 30gp, 6gp and 4sp in a
small purse
At 5th level (Imago), bugman ovates’ advancing abilities allow
them to brew potions as mages of their class level rather than
Aspiring Nymph template: This pre-generated template
half their class level.
represents a young bugman ovate trying to establish her place
When an ovate reaches 9th level (Nest Mother), she becomes in the world, and, eventually, found her own nest, using her
fertile. If a Nest Mother establishes a nest, she will attract 2d6 knowledge of diplomacy and insect leadership to pave her
bugman dredgers of 1st-3rd level who desire to breed with her. way to glory. The template is ready for adventure. However, if
These bugmen will supervise the construction of an elaborate your bugman ovate’s INT is 13 or greater, you may pick one or
warren to impress her and contain their young. more additional general proficiencies before play (see Starting
Proficiencies in ACKS Chapter 4).

Bugman Ovate 25

jeff beaumont (Order #31282357)


Bugman Dredger Level Progression
Pick Move Hide in
Experience Title Level Hit Dice Pockets* Silently Climb Walls Shadows Backstab
0 Male Nymph 1 1d6 17+ 17+ 6+ 19+ x2
1,750 Bugger 2 2d6 16+ 16+ 5+ 18+ x2
3,500 Bugman 3 3d6 15+ 15+ 5+ 17+ x2
7,000 He-Roach 4 4d6 14+ 14+ 4+ 16+ x2
14,000 Male Imago 5 5d6 13+ 13+ 4+ 15+ x3
28,000 Bug Scoundrel 6 6d6 12+ 12+ 4+ 14+ x3
55,000 Bug Pilferer 7 7d6 10+ 10+ 3+ 12+ x3
110,000 Bug Thief 8 8d6 8+ 8+ 3+ 10+ x3
235,000 Master Bug 9 9d6 6+ 6+ 3+ 8+ x4
360,000 Master Bug, 10th level 10 9d6+2** 4+ 4+ 3+ 6+ x4
485,000 Master Bug, 11th level 11 9d6+4** 2+ 2+ 2+ 4+ x4
610,000 Master Bug, 12th level 12 9d6+6** -1+ 2+ 2+ 3+ x4
735,000 Prince of Insects 13 9d6+8** -3+ 1+ 1+ 2+ X5
* -1 penalty on the proficiency throw per each level the thief is lower than the victim.
** Hit point modifiers from constitution are ignored

BUGMAN DREDGER When a bugman dredger attains 9th level (Master Bug), he can
Prime Requisites: DEX establish a bug-hole in an urban area, and 2d6 bugman dredger
Requirements: DEX, CON 9 apprentices of 1st level will offer to work for him. If hired, they
Hit Dice: 1d6 must be paid standard rates for ruffians. A bugman dredger’s
Maximum Level: 13 bug-hole otherwise follows the rules for hideouts detailed in the
Bugman males, or dredgers, are far more numerous than their Hideouts & Hijinks section of the ACKS Campaigns chapter.
female counterparts, though less impressive in their abilities.
They are incapable of flight or sorcery, but instead excel in As bugmen, dredgers begin play knowing their native language
stealth, subterfuge, and similar underhanded and opportunistic as well as the common tongue of the human society around
tactics. Many dredgers may tend any given ovate’s nest. There, them (plus any bonus languages provided by a high INT). They
they dance for the nest-mother’s amusement, competing with can speak human languages readily, though with a heavy accent
each other in dance and feats of speed to gain preferential interrupted by many clicks and buzzing sounds. The reverse is
mating opportunities. Outside of a female’s nest, they dig bug- not true; humans find it difficult to speak the bugman language,
holes in practically any kind of terrain, from the sewers under with its many mouth-part clicks, and suffer a -2 penalty to
great cities to deep forests and high mountains – settling, like Reaction rolls with bugmen when trying to speak to them in
all members of their race, in any environment where there is their own tongue rather than a human tongue.
opportunity for gaining wealth and influence. The race’s heavy chitinous carapace provides a +1 bonus to AC,
Physically, a bugman dredger resembles a 4’ tall, upright, but prevents them from wearing any significant armor heavier
slender, humanoid cockroach, walking on four legs and using than Leather. Their long and extra-sensitive antennae grant
two limbs for fine manipulation. It has multi-faceted eyes and them blindsight to a range of 60’. This blindsight functions like
a mouth with two mandibulae and two maxillae, as well as two infravision, except it is not affected by light sources, magical
foot-long antennae projecting from its head. Dredgers range darkness, or other visual phenomena but rendered useless in
from yellowish-brown through dark brown to black in color; high wind. These same antennae provide bugmen with keen
their eyes are shiny black. Dredgers, unlike ovates, lack wings. insect senses granting a +1 bonus to avoid surprise and a +4
bonus on any proficiency throws to hear noises and detect secret
Bugman dredgers, like ovates, know how to defend themselves, doors. With a proficiency throw of 18+, a bugman can notice
although they are not as skilled at fighting. At first level, bugman secret doors with just casual inspection.
dredgers hit an unarmored foe (AC 0) with an attack throw of
10+. They advance in attack throws and saving throws by two Due to their mercantile network, bugmen who buy and sell
points every four levels of experience (i.e. the same as thieves). equipment, hire retainer, and engage in mercantile ventures in
They may use any missile weapons and any one-handed melee a market they have previously visited, treat the market as if it
weapons. They are not trained to use shields, fight two-handed, were one market class larger than its actual size. (Class I markets
or dual wield weapons. They may perform one cleave attack remain Class I markets).
per two levels of experience. Their heavy carapaces provide Like the cockroaches they resemble, bugmen are hard to kill.
them with some protection (see below), but prevent them from When a bugman is required to consult the Mortal Wounds
wearing any significant armor heavier than Leather. table, the player may roll twice, and choose the preferred result
Every bugman dredger is an accomplished opportunist and to apply. The character also subtracts his class level from the
thief: he may pick pockets, move silently, climb walls, hide in number of days of bed rest required to recover.
shadows and backstab as a thief of his level. Finally, the sturdy bugmen possess the survivability of
cockroaches, and thus are immune to all forms of disease,
26 Bugman Dredger

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

Races/Classes

Bugman Dredger 27

jeff beaumont (Order #31282357)


Bugman Dredger Attacks & Saving Throws
Petrification &
Level Paralysis Poison & Death Blast & Breath Staffs & Wands Spells Attack Throw
1-2 13+ 13+ 16+ 14+ 15+ 10+
3-4 12+ 12+ 15+ 13+ 14+ 9+
5-6 11+ 11+ 14+ 12+ 13+ 8+
7-8 10+ 10+ 13+ 11+ 12+ 7+
9-10 9+ 9+ 12+ 10+ 11+ 6+
11-12 8+ 8+ 11+ 9+ 10+ 5+
13 7+ 7+ 10+ 8+ 9+ 4+

including magical diseases such as those caused by spells, BUGMAN PRAETOR


mummies, or lycanthropes, as well as to all forms of poison, Prime Requisites: DEX
including magical poisons. Requirements: DEX, CON 10.
Hit Dice: 1d6
However, bugmen are alien beings and thus suffer a -2 penalty Maximum Level: 10
to the reactions, loyalty, and morale of men, lizardmen, and Ordinary bugmen prefer to rely on subterfuge and sorcery,
geckomen. Conversely, they get a +2 bonus to the reactions, rather than violence, to overcome obstacles and foes. From
loyalty, and morale of their own kind. the sneaky drudger to the cunning ovate, they carve out their
Bugman Dredger Proficiency List: Alertness, Alien Intuition, place in the world by their wits and cockroach-like resilience.
Alien Lore, Ambushing, Arcane Dabbling, Bargaining, However, some nests face threats greater than what stealth or
Climbing, Combat Reflexes, Combat Trickery (disarm, magic alone can overcome. In such dire cases, the nest mother
incapacitate), Command, Gambling, Intimidation, Language, will lay different eggs: Instead of hatching dredgers and ovates,
Lip Reading, Magical Engineering, Mountaineering, Navigation, these eggs give birth to praetors – murderous, lightning-fast
Passing Without Trace, Precise Shooting, Profession, Riding, protectors of their nests and nest mothers. A bugman praetor
Running, Seafaring, Signaling, Skirmishing, Swashbuckling, is a born killer. It matures quickly and develops uncanny speed
Technological Dabbling, Weapon Finesse. and reflexes beyond those of the ordinary man or bugman. It is
fast enough to avoid most blows in combat. and then close in
Template: Impudent Insect on its prey for the kill. Its instincts, however, are the greatest of
Proficiencies: Bargaining, Gambling its weapons – those of a monster, unerring in its accuracy and
Starting Chitin backpack, brown leather armor, short brutal in its outlook.
Equipment: sword fashioned from giant insect chitin,
shortbow with 20 arrows in a quiver, blanket Bugman praetors are murderers from birth. At first level,
from fungal fibers, thieves’ tools, 1 week’s iron praetors hit an unarmored foe (AC 0) with an attack throw of
rations, waterskin, cheap jewelry worth 5gp, 50’ 10+. Like monsters, they advance in attack throws by one point
rope, grappling hook, 15gp in a small purse every one level of experience. They advance in saving throws as
fighters, by two points every three levels of experience. Bugman
Impudent Insect template: This pre-generated template praetors increase their base damage roll from missile and melee
represents a typical bugman dredger merchant-thief of shady attacks by +1 at 1st level and by an additional +1 at 3rd, 6th,
reputation, involved in somewhat honest trade and far less 9th, and 12th level, and may perform one cleave attack per level.
honest gambling. The template is ready for adventure. However, They may wear any armor, wield any weapon, fight in any style,
if your bugman dredger’s INT is 13 or greater, you may pick and use any magical or technological item useable by fighters
one or more additional general proficiencies before play (see or thieves.
Starting Proficiencies in ACKS Chapter 4).

Bugman Praetor Level Progression


Hide in Damage
Experience Title Level Hit Dice Move Silently Shadows Backstab Bonus
0 Killer Nymph 1 1d6 17+ 19+ x2 +1
3,250 Blade Bug 2 2d6 16+ 18+ x2 +1
6,500 Bane Bug 3 3d6 15+ 17+ x2 +2
13,000 Murderer Bug 4 4d6 14+ 16+ x2 +2
26,000 Insectile Death 5 5d6 13+ 15+ x3 +2
52,000 Avenger 6 6d6 12+ 14+ x3 +3
105,000 Lethal Arthropod 7 7d6 10+ 12+ x3 +3
210,000 Praetor 8 8d6 8+ 10+ x3 +3
390,000 Master Praetor 9 9d6 6+ 8+ x4 +4
570,000 Grand Praetor 10 9d6+1* 4+ 6+ x4 +4
* Hit point modifiers from constitution are ignored
28 Bugman Praetor

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

Praetor Fighting Styles


Style Base Bonus Fighting Style Proficiency
1 small weapon & 2 shields +2 to armor class (from 2 shields) Additional +1 to armor class
1 small weapon & 3 shields +3 to armor class (from 3 shields) Additional +1 to armor class
2 small weapons & 1 shield +1 to attack throws, +1 to armor class (from shield) Additional +1 to armor class
2 small weapons & 2 shields +1 to attack throws, +2 to armor class (from 2 shields) Additional +1 to armor class
3 small weapons +2 to attack throws Additional +1 to attack throws
3 small weapons & shield +2 to attack throws, +1 to armor class (from shield) Additional +1 to attack throws
4 small weapons +2 to attack throws, +1 to damage Additional +1 to attack throws
1 medium/large weapon & 1 shield +1 to armor class (from shield), deal 1d8/1d10 Additional +1 to armor class
1 medium/large weapon & 2 shields +2 to armor class (from 2 shields), deal 1d8/1d10 Additional +1 to damage rolls
1 md/lg. weapon, 1 small weapon, 1 shield +1 to attack throws, +1 to armor class, deal 1d8/1d10 Additional +1 to damage rolls

Races/Classes
2 medium/large weapons +1 to attack throws, +1 to damage rolls, deal 1d8/1d10 Additional +1 to damage rolls

Bugman praetors are nocturnal creatures that rely on extra- four small one-handed weapons (such as hand axes and short
sensitive antennae for blindsight to a range of 60’. This swords), one per hand; three small-one handed weapons and
blindsight functions like infravision, except it is not affected by possibly one shield; two small-one handed weapons and one or
light sources, magical darkness, or other visual phenomena but two shields; one two-handed medium or large weapon in one
rendered useless in high wind. These same antennae provide pair of hands and a shield or weapon in a third hand, or a pair of
bugmen with keen insect senses granting a +1 bonus to avoid weapons or shields in the other hands; or a pair of two-handed
surprise and a +4 bonus on any proficiency throws to hear medium or large weapons. The new fighting styles available to a
noises and detect secret doors. With a proficiency throw of 18+, praetor, and the benefits gained from Fighting Style proficiency,
a bugman can notice secret doors with just casual inspection. are shown on the accompanying table. A praetor can also of the
Like other bugmen, praetors are hard to kill. When a bugman is ordinary fighting styles available to human fighters, as well (e.g.
required to consult the Mortal Wounds table, the player may roll two weapon fighting). Note that the praetor only has one attack
twice, and choose the preferred result to apply. The character in its attack routine, regardless of how many weapons it carries.
also subtracts his class level from the number of days of bed
EXAMPLE: Khyroz is a 1st level bugman praetor with an
rest required to recover. Finally, the sturdy praetors possess the
attack throw of 10+. His instinctive dodge grants him
survivability of cockroaches, and thus are immune to all forms
unarmored AC 2 and his class grants him +1 to damage
of disease, including magical diseases such as those caused by
rolls. If Khyroz arms himself a single short sword, he will
spells, mummies, or lycanthropes, as well as to all forms of
attack at 10+ for 1d6+1 points of damage, but with four
poison, including magical poisons.
short swords, he will attack at 8+ for 1d6+2 points of
Because of their lightning reflexes, a bugman praetor can damage. If he arms himself with a two-handed sword, he
instinctively dodge blows in combat with inhuman speed, will attack at 10+ for 1d10+1 points of damage, but with a
provided it is not encumbered. A praetor in leather armor or pair of two-handed swords, he will attack at 9+ for 1d10+2
less has an unarmed AC 2 at 1st level. At 7th level, its unarmed points of damage. If he selects Fighting Style (4 small
AC increases to 4, and at 10th level it increases to 5. The bugman weapons), he will attack at 7+ for 1d6+2 points of damage
praetor may jump up to 20’ in a round in lieu of moving. It when properly equipped. If he selects Fighting Style (2 two-
may jump in any direction including straight up, and can leap handed weapons), he will attack at 9+ for 1d10+3 points of
over obstacles or combatants up to 20’ high between it and its damage when so armed.
landing point.
However he has armed himself, a bugman praetor always prefer
Though only as tall as an ordinary bugman, the praetor is far to strike from the shadows. A praetor may move silently, move
more fearsomely built. It has two walking legs and four arms, silently, and backstab as a thief of his level.
fit for manipulating objects and wielding weapons, and can
fight with all four at once! A praetor may wield as many as

Bugman Praetor Saving Throws Bugman Praetor Attack Throws


Petrification &
Level Paralysis Poison & Death Blast & Breath Staffs & Wands Spells Level Attack Throw
1 15+ 14+ 16+ 16+ 17+ 1 10+
2-3 14+ 13+ 15+ 15+ 16+ 2 9+
4 13+ 12+ 14+ 14+ 15+ 3 8+
5-6 12+ 11+ 13+ 13+ 14+ 4 7+
7 11+ 10+ 12+ 12+ 13+ 5 6+
8-9 10+ 9+ 11+ 11+ 12+ 6 5+
10 9+ 8+ 10+ 10+ 11+ 7 4+
8 3+
9-10 2+
Bugman Praetor 29

jeff beaumont (Order #31282357)


Starting at 7th level (Lethal Arthropod), the praetor may CULTIST
begin to enter killing sprees at will. While on a killing spree, Prime Requisites: WIS
the character gains a +2 bonus to damage rolls and becomes Requirements: WIS 9, must be Chaotic
immune to fear. However, the character cannot retreat from Hit Dice: 1d4
combat. Once it has begun, a killing spree cannot be ended until Maximum Level: 14
combat ends. The gods of Chaos are many, and their followers many more.
The dark powers promise much, but in exchange they demand
Bugman praetors evolved to defend nests. They cannot breed devotion, sacrifice (especially human sacrifice), and missions
with ovates, existing instead only to protect and serve the nest- that spread their foul influence around the known world and
mother. At 9th level (Master Praetor), a praetor can serve as the beyond. The men and women who serve these monstrous
military commander of a nest-mother’s nest, granting a +1 bonus gods are cultists, not clerics. It does not suit the way of Chaos
to the nest-mother’s domain morale by his presence. Conversely, to fight fairly and openly like a proper cleric of a Lawful god;
a praetor who establishes an independent stronghold is viewed instead, the cultists seep through the cracks of society, hide their
suspiciously by both dredgers and ovates, and will not attract mystery-worship behind veils of secrecy, and plot ever towards
any followers or peasants by constructing a stronghold. establishing the reign of their deities over Kanahu.
Bugman Praetor Proficiency List: Acrobatics, Alchemy, In campaigns set in Kanahu, this class covers the devotees of
Alertness, Alien Intuition, Alien Lore, Blind Fighting, Cat all Chaotic gods, save for Pazuzu (known in Sakkara as Apep),
Burglary, Climbing, Combat Reflexes, Combat Trickery the evil god of Undead and Sorcery, whose worshippers use
(disarm, knock down, incapacitate, overrun, trip, sunder), the necromancer class rather than the cultist one. Outside
Eavesdropping, Fighting Style, Gambling, Intimidation, of Kanaha, cultists can be easily introduced into almost any
Language, Lip Reading, Mimicry, Navigation, Passing Without fantasy or sword & sorcery campaign. Wherever a dread god
Trace, Precise Shooting, Running, Skirmishing, Skulking, of Chaos has influence, cultists will congregate to worship it.
Sniping, Technological Dabbling, Weapon Finesse, Weapon The various Chthonic gods of the Auran Empire, the default
Focus. setting of ACKS, might well have cultists in their service, with
Template: Assassin Bug e.g. Nasga replacing Lotan and Lammala replacing Rahab. The
Judge should feel free to rename the Kanahu gods as befits his
Proficiencies: Acrobatics, Tracking
campaign; their portfolios, from fish to the dead to serpents,
Starting Equipment: Chitin backpack, 4 short swords fashioned
from giant insect chitin, shortbow with 20 work well with most Chaotic pantheons.
arrows in a quiver, blanket from fungal Cultists know how to fight for the glory of their demonic gods,
fibers, 1 week’s iron rations, waterskin, 50’
rope, grappling hook, 15gp in a small purse although they are not as skilled as fighters. At first level, cultists
hit an unarmored foe (AC 0) with an attack throw of 10+. They
advance in attack throws and saving throws by two points every
Assassin Bug Template: This pre-generated template four levels of experience (i.e. the same as thieves). They may use
represents a bugman praetor trained in assassination and fast any missile weapons and any one-handed melee weapons. They
movement. The template is ready for adventure. However, if are not trained to use shields, fight two-handed, or dual wield
your bugman praetor’s INT is 13 or greater, you may pick one or weapons. Cultists prefer to remain light-footed, lest the forces
more additional general proficiencies before play (see Starting of Law discover them, and thus cannot wear armor heavier
Proficiencies in ACKS Chapter 4). than leather. They may perform one cleave attack per 2 levels
of experience.

Cultist Level Progression Spell Progression


Experience Title Level Hit Dice Abilities 1 2 3 4 5
0 Dabbler 1 1d4 1 - - - -
1,500 Acolyte 2 2d4 Divine spellcasting 2 - - - -
3,000 Cultist 3 3d4 Concealed from undead 3 - - - -
6,000 Dark Curate 4 4d4 3 1 - - -
12,000 Dark Vicar 5 5d4 Righteous turning, magic research 3 3 - - -
(minor)
24,000 Dark Rector 6 6d4 3 3 1 1 -
48,000 Dark Prelate 7 7d4 Detect undead 4 3 3 1 1
96,000 Dark Bishop 8 8d4 4 4 3 3 1
196,000 Cult Leader 9 9d4 Temple, magic research 4 4 4 3 3
296,000 Cult Leader, 10th Level 10 9d4+1* 5 5 4 4 3
396,000 Cult Leader, 11th Level 11 9d4+2* Magic research (advanced) 5 5 5 4 4
496,000 Cult Leader, 12th Level 12 9d4+3* 7 7 5 5 4
596,000 Cult Leader, 13th Level 13 9d4+4* 7 7 7 5 4
696,000 Cult Master 14 9d4+5* 8 7 7 7 5
*Hit point modifiers from constitution are ignored
30 Cultist

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

Divine Spell List (Cultist)


First Level Divine Spells Second Level Divine Spells Third Level Divine Spells
1 Cause Fear 1 Augury 1 Call Lightning
2 Command Word 2 Bane 2 Charm Person
3 Cure Light Wounds* 3 Charm Animal 3 Continual Light*
4 Detect Evil* 4 Enthrall 4 Glyph of Warding
5 Detect Magic 5 Hold Person 5 Levitate
6 Light* 6 Resist Fire 6 Prayer
7 Protection from Good* 7 Shimmer 7 Remove Curse*
8 Resist Cold 8 Silence 15' radius 8 Speak with Dead
9 Sanctuary 9 Snake Charm 9 Summon Deep Ones
10 Trance 10 Summon Shoggoth 10 Water Breathing

Races/Classes
Fourth Level Divine Spells Fifth Level Divine Spells
1 Cure Serious Wounds* 1 Call Leviathan
2 Dispel Magic 2 Charm Monster
3 Divination 3 Command Person
4 Fate 4 Contact Other Plane
5 Neutralize Poison* 5 Fear
6 Nondetection 6 Flame Strike
7 Protection from Good, sustained* 7 Insect Plague
8 Sticks to Snakes 8 Quest*
9 Vigor 9 Strength of Mind*
10 Tongues 10 True Seeing
* Denotes a reversible spell. Italics denotes a spell from the Player's Companion. Bold denotes new spell from this book.

Cultists cast divine spells using the spell list below, and may Cultist of Atlach-Nacha, the Chaotic god of spiders, tend to
engage in magical research and item creation as clerics. Their be thin, spindly, and particularly long-limbed, but highly
chaotic masters imbue them with great raw power in return for nimble. A cultist of Atlach-Nacha may activate spider climb,
their devotion, allowing them to cast more spells per day than as per the spell, once per hour. He may also ambush his foes,
a Lawful or Neutral cleric (or a necromancer for that matter), as a spider does from its web: when attacking with surprise, the
as noted on their spell progression table. They may use any character gets a +4 bonus on attack throws and deals double
magical items usable by clerics. damage on the attack. Finally, nimble as spiders, the cultist is
capable of acrobatics: In lieu of moving during a round, the
However, cultists do not turn or control undead; their gods
character may attempt a proficiency throw of 20+ to tumble
grant them different powers instead. Each god of chaos grants
behind an opponent in melee. The proficiency throw required
his or her followers with unique powers. This is summarized in
for the tumble is reduced by 1 per level of experience the
the Gods of Chaos table, and elaborated below:
character possesses. If successful, the character is now behind
Gods of Chaos his opponent. The opponent loses the benefit of his shield, if any,
Sakkaran
and the character can backstab his opponent if he possesses that
God Name Sphere Special Powers ability. Otherwise, the character simply gains +2 to his attack
Atlach-Nacha Khepera Spiders Spider Climb, throw. The character also gains a +2 bonus to saving throws
Ambush, Acrobatics where agility would help avoid the situation, such as tilting
Bokrug Sobek Lizards Scaly Hide, Fangs floors and pit traps. Cultists of this god
&Amphibians and Claws
Cultists of Bokrug, the Chaotic lizard-god, develop a reptilian
Moloch (male) Sekhmet Fire and Mercantile Network,
appearance, with forked tongues and slit pupils. Their skin turns
(female) Wealth Expert Bargainer,
Bribery into scaly hide, giving them a natural AC 1, and they also learn
Rahab Set Oceans and Swimming to use their fangs and claws as formidable natural weapons.
Rains In lieu of attacking with a normal weapon, the character can
Qetesh (female) Hathor Fertility and Speak with Animals, initiate an attack routine consisting of two claw attacks and
(female) Nature Bestial Fury one bite attack. The claws deal 1d3-1 damage each, while the
Lotan (male) Amunet Serpents, Wholeness of Body, bite deals 1d8 damage. Both the claw and bite damage will be
(female) Seduction Glam. Aura, Mastery modified by the character’s STR adjustment and damage bonus.
of Charms & Illusions When the character reaches 5th level, these natural weapons
Nabu Thoth Knowledge & Arcane Dabbling, become capable of harming creatures only harmed by magical
Secrets Loremastery, Horrible
Truths
weapons. Cultists cannot use their fangs and claws while
wielding weapons. Unlike the cultists of other foul Chaotic gods,
the cultists of Bokrug cannot hide amongst the population, but

Cultist 31

jeff beaumont (Order #31282357)


Cultist Attacks & Saving Throws
Petrification &
Level Paralysis Poison & Death Blast & Breath Staffs & Wands Spells Attack Throw
1-2 13+ 10+ 16+ 13+ 15+ 10+
3-4 12+ 9+ 15+ 12+ 14+ 9+
5-6 11+ 8+ 14+ 11+ 13+ 8+
7-8 10+ 7+ 13+ 10+ 12+ 7+
9-10 9+ 6+ 12+ 9+ 11+ 6+
11-12 8+ 5+ 11+ 8+ 10+ 5+
13-14 7+ 4+ 10+ 7+ 9+ 4+

rather lair in the swamps and jungles of the wilderness, where subjects act as if charmed while in his presence. Third, such
they sacrifice the innocent to their dread lizard-god. cultists have a mastery of charms and illusions, so that when
the character casts charm spells (such as charm person) or
Cultists of Moloch, Chaotic god of wealth and fire, gain great
illusion spells (such as phantasmal force), the spell effects are
mercantile potential and a glib tongue from their god. First, the
calculated as if he were two class levels higher than his actual
cultist quickly develops a vast mercantile network. Whenever
level of experience. Targets of his charm spells suffer a -2 penalty
the character buys and sells equipment, hires retainers, and
to their saving throw, as do those who attempt to disbelieve his
engages in mercantile ventures in a market they have previously
illusions.
visited, he treats the market as if it were one market class larger
than its actual size. (Class I markets remain Class I markets.) Finally, cultists of Nabu, the Chaotic god of knowledge and
Second, the cultist becomes an expert bargainer, blessed by his secrets, know much about the arcane and the occult, guided in
god so that any items the character purchases cost 10% less than their studies by their demonic lord. First, knowing forbidden
the listed price, and any items he sells go for 10% more than the secrets of dark sorcery, they are capable of arcane dabbling -
listed price. Finally, the character is highly talented in the field the cultist, despite being a divine spellcaster, may attempt to use
of bribery. Offering a bribe permits an additional reaction roll wands, staffs, and other magic Items only useable by mages. At
during encounters, with the throw modified by the size of the 1st level, the character must make a proficiency throw of 18+
bribe. As a general rule, a bribe equal to one day’s pay for the on 1d20 or the attempt backfires in some desultory way (Judge’s
target provides a +1 bonus, a week’s pay provides a +2 bonus, discretion). The proficiency throw required reduces by 2 per
and a month’s pay provides a +3 bonus. Only one bribe can be level, to a minimum of 3+. Second, a cultist of Nabu possesses
attempted per target in any given situation. These cultists tend loremastery, and may decipher occult runes, remember ancient
to be obese and gluttonous, as their greed affects their bodies. history, identify historic artifacts, and perform similar tasks. At
1st level, the character must make a proficiency throw of 18+ on
Cultists of Rahab, the Chaotic god of oceans and rains, usually
1d20 to succeed in these tasks. The proficiency throw required
have some subtle fish-like characteristics, such as a flaky, scaly
reduces by 1 per level. Last but not least, a cultist of Nabu know
skin and wide eyes with an empty expression, partly resembling
many horrible truths about Chaotic beings, including their true
deep one hybrids (see p. 69). Like a deep one hybrid, a cultist of
names and their innermost nature; the worshipper gains a +2
Rahab gains a swimming movement rate of 120’ and can hold
bonus to reaction rolls when encountering intelligent Chaotic
his breath for 1 turn (10 minutes).
monsters, and intelligent Chaotic monsters suffer a -2 penalty
Cultists of Qetesh, the chaotic goddess of fertility and nature, to saving throws against any charm spells cast by the character.
are in tune with nature, especially its beastly side. A cultist of Cultists of Nabu are archetypically short in stature, pale, fidgety,
Qetesh may speak with animals, as per the spell, at will. A and constantly spying and eavesdropping on other people.
cultist may also enter a bestial fury when in combat. While
When a cultist reaches 5th level (Dark Vicar), he may begin to
furious, the character gains a +2 bonus to damage rolls and
research spells, scribe scrolls, and brew potions.
becomes immune to fear. However, the character cannot retreat
from combat. Once it has begun, a bestial fury cannot be ended At 9th level (Cult Leader), he is able to create more powerful
until combat ends. These cultists usually have a wild look upon magic items such as weapons, rings, and staffs. At this level,
them, with abundant and shaggy hair, wide-open wild eyes, and the cultist may also establish or build a fane of Chaos (temple).
slightly sharp fangs. A cultist who founds a fane of Chaos will be joined by 1d2x10
1st level cultists and 1d6x30 normal men who wish to join the
Cultists of Lotan, the Chaotic god of serpents and seduction,
cult. Every year 80% of the previous year’s trainees will go mad,
tend to have subtle serpentine characteristics, such as sharp
commit suicide or run away in terror, and 1d6x20 normal men
teeth and a sibilant, hissing voice. They are highly skilled in
will come in to replace them. A normal man in training typically
seducing and manipulating others and notorious for poisoning
takes 2 years to become a 1st level cultist. Within six months of
their enemies. A cultist of Lotan enjoys a natural immunity
its establishment, a fane automatically becomes a shadowed
to venom, rendering him immune to all poisons, including
sinkhole of evil. It will remain so indefinitely, even if the cultist
magical ones. Second, the cultist possess a glamorous aura that
leaves or dies, unless cleansed.
awes, bedazzles, and seduces those in his presence. He gains a
+2 bonus to reaction rolls to impress and intimidate people he At 11th level, a Cultist may learn and cast ritual divine spells
encounters. If this bonus results in a total of 12 or more, the of great power (6th and 7th level), and craft magical constructs

32 Cultist

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

Deep One Hybrid Level Progression Spell Progression


Damage
Experience Title Level Hit Dice Bonus 1 2 3 4 5
0 Crossbreed 1 1d8 +1 - - - - -
2,800 Acolyte of the Deep 2 2d8 +1 1 - - - -
5,600 Priest of the Deep 3 3d8 +2 2 - - - -
11,200 Curate of the Deep 4 4d8 +2 2 1 - - -
22,400 Vicar of the Deep 5 5d8 +2 2 2 - - -
44,800 Rector of the Deep 6 6d8 +3 2 2 1 1 -
90,000 Prelate of the Deep 7 7d8 +3 2 2 2 1 1
180,000 Bishop of the Deep 8 8d8 +3 3 3 2 2 1
345,000 Patriarch of the Deep 9 9d8 +4 3 3 3 2 2

Races/Classes
510,000 Patriarch of the Deep, 10th level 10 9d8+2* +4 4 4 3 3 2
675,000 Overlord of the Deep 11 9d8+4* +4 4 4 4 3 3
*Hit point modifiers from constitution are ignored

such as golems and animated statues. He will also be able to held all the dark shades of expression which their staring faces
create necromantic servants and even become undead himself. lacked ... They were the blasphemous fish-frogs of the nameless
These activities are explained in the Campaign chapter of the design - living and horrible.” - H.P. Lovecraft, “The Shadow Over
ACKS core book. Insmouth”
Cultist Proficiency List: Alchemy, Alien Intuition, Alien The deep ones are a race of aquatic monstrosities, part fish,
Lore, Apostasy, Arcane Dabbling, Battle Magic, Black Lore of part frog, and part man, who have inhabited the oceans around
Sakkara, Contemplation, Diplomacy, Divine Blessing, Divine Kanahu for aeons. They battled the serpentmen for dominance;
Health, Familiar, Illusion Resistance, Knowledge, Loremastery, vied for control with the mysterious Visitors; and were the
Magical Engineering, Magical Music, Mystic Aura, Naturalism, targets of numerous holy wars by the lizardmen followers of
Performance, Prestidigitation, Prophecy, Quiet Magic, Lawful Ixchala. And yet, they remain, dwelling under the waves
Seduction, Sensing Good, Sensing Power, Theology, Unflappable in their magnificent, if terrible, reef cities, where they pay tribute
Casting. to their father-god, Dagon, as well as to their over-god, Rahab.

Template: Scheming Chaos Worshipper Deep ones are inspired by the writing of H.P. Lovecraft, and may
Proficiencies: Black Lore of Sakkara, Seduction be easily used in any setting whatsoever with a Lovecraftian bent,
Starting Equipment: Black leather backpack, dark cassock, black well beyond Kanahu. Even outside the realm of Lovecraftian
leather armor, curved dagger, crossbow with horror fiction, they may represent devils of the sea, or fishmen, or
20 bolts, woven blanket, 10 black wax
candles, unholy symbol, 1 week’s iron ration,
50’ rope, tinder box, wine skin, 46cp

Scheming Chaos Worshipper template: This pre-generated


template represents a malevolent cultist of a Chaotic god, using
dark magic and seductive tricks to further his foul cause. The
template is ready for adventure. However, if your cultist’s INT
is 13 or greater, you may pick one or more additional general
proficiencies before play if you’d like (see Starting Proficiencies
in ACKS Chapter 4).

DEEP ONE HYBRID


Prime Requisites: STR, WIS
Requirements: STR, CON 12
Hit Dice: 1d8
Maximum Level: 11
”I think their predominant colour was a greyish-green, though
they had white bellies. They were mostly shiny and slippery, but
the ridges of their backs were scaly. Their forms vaguely suggested
the anthropoid, while their heads were the heads of fish, with
prodigious bulging eyes that never closed. At the sides of their
necks were palpitating gills, and their long paws were webbed.
They hopped irregularly, sometimes on two legs and sometimes on
four. I was somehow glad that they had no more than four limbs.
Their croaking, baying voices, clearly used for articulate speech,
Deep One Hybrid 33

jeff beaumont (Order #31282357)


Deep One Hybrid Attacks & Saving Throws
Petrification &
Level Paralysis Poison & Death Blast & Breath Staffs & Wands Spells Attack Throw
1 15+ 14+ 16+ 16+ 17+ 10+
2-3 14+ 13+ 15+ 15+ 16+ 9+
4 13+ 12+ 14+ 14+ 15+ 8+
5-6 12+ 11+ 13+ 13+ 14+ 7+
7 11+ 10+ 12+ 12+ 13+ 6+
8-9 10+ 9+ 11+ 11+ 12+ 5+
10 9+ 8+ 10+ 10+ 11+ 4+
11 8+ 7+ 9+ 9+ 10+ 3+

even demons of a watery underworld, who come to colonize the Deep one hybrids also have the baleful transformation ability:
shores and corrupt the bodies and souls of men. Corruption is If and when they complete their transformation into full deep
a major theme here, but it befits the denizens of hell as much as ones, the hybrid retains his class abilities and may continue
the creatures of gothic or cosmic horror. to level and grow in HD and in power. The character can
then continue play as a deep one. The baleful transformation,
The deep ones are not content with living underwater, however.
however, requires an unholy ritual of sacrifice to the Chaotic
They seek to infiltrate coastal communities, intermixing with
gods Dagon and Rahab, which costs money and effort (see
the local human population and tainting the blood of men.
Transformation into a Deep One, below).
Indeed, in Kanahu, the old deposed nobility of Harat, mostly
chased from their mansions and seaside castles by Hardun’s Finally, deep one hybrids enjoy significant longevity, and, apart
Army of the Free, are hybrids of men and deep ones. This class from their progressive deformation, are ageless, and enjoy
represents these hybrid bloodlines, who continually devolve a lifespan three times longer than that of normal human. If
from humanity into aquatic monstrosities. they do not undergo a baleful transformation into a full deep
one during life, a hybrid will transform into a full deep one
As half-monstrous beings of great savagery and brute strength,
automatically in lieu of dying of old age. However, in this case
deep one hybrids are highly skilled combatants. At first level,
the character transforms into a deep one monster (NPC) of 2+1
deep one hybrids hit an unarmored foe (AC 0) with an attack
HD with no class features. By virtue of their Chaotic bloodlines,
throw of 10+. Like fighters, they advance in attack throws and
deep one hybrids are immune to ghoul paralysis.
saving throws by two points every three levels of experience.
Deep one hybrids increase their base damage roll from missile When a deep one hybrid reaches 5th level (Deep Vicar), he
and melee attacks by +1 at 1st level and by an additional +1 at may begin to research spells, scribe scrolls, and brew potions.
3rd, 6th, 9th, and 12th level and may perform one cleave attack At 9th level (Patriarch of the Deep), he is able to create more
per level. They may wear any armor, wield any weapon, fight in powerful magic items such as weapons, rings, and staffs.
any style, and use any magical or technological item useable by
At 9th level, a deep one hybrid with sufficient wealth can build a
fighters or clerics.
manor by the sea (or any other large body of water) and become
Deep one hybrids are intimately connected to the forces of the leader of a corrupted coastal community. When he does
Chaos. They may cast divine spells from their spell list, and so, up to 1d4+1x10 0th level deep one hybrids and 1d6 deep
engage in magical research and item creation, as clerics of their one hybrids of 1st-3rd level will come to bask in his Chaotic
level. However, they may not turn undead; instead, they gain a influence. If retained, they must be paid standard rates for
dark blessing from their Chaotic deities: the ability to enter a mercenaries, as these treacherous Chaotic beings would like to
fighting fury. While infuriated, a deep one hybrid gains a +2 profit from the depravity they participate in. Through force of
bonus to attack throws and becomes immune to fear. However, arms, sheer terror, and Chaotic magic, the deep one hybrid may
the character has a -2 penalty to AC and cannot retreat from ultimately control a domain, several domains, or even entire
combat. Once it has begun, the rage cannot be ended until realms. A deep one hybrid’s manor otherwise functions as a
combat ends. fighter’s castle, per the ACKS Campaigns rules.
Blessed by the fish god Dagon, deep one hybrids can swim like At 11th level, a deep one hybrid may learn and cast ritual
fish in water with a swimming movement rate of 120’ per turn. divine spells of great power (6th and 7th level), craft magical
A deep one hybrid can hold his breath for 1 turn (10 minutes). constructs such as golems and animated statues, and perform
the rituals that transform hybrids into deep ones.
Furthermore, they possess tainted blood. Starting in early
adulthood, deep one hybrids begin to reveal a somewhat Deep One Hybrid Proficiency List: Alien Intuition, Alien Lore,
deformed visage, becoming increasingly fish-like with age. Even Apostasy, Battle Magic, Beserkergang, Bribery, Combat Trickery
to those who do not know what these tell-tale signs mean, the (force back, overrun, sunder), Command, Contemplation,
character will look ugly and unworldly, granting him or her a -2 Diplomacy, Disguise, Divine Blessing, Divine Health,
penalty to reaction rolls. However, sentient Chaotic monsters Endurance, Eavesdropping, Fighting Style, Intimidation, Laying
will recognize the character’s true nature and react favorably on Hands, Loremastery, Magical Engineering, Prestidigitation,
towards him or her, granting a +2 bonus to reaction rolls. Prophecy, Quiet Magic, Sensing Evil, Sensing Power, Theology,
Unflappable Casting, Weapon Finesse, Weapon Focus.
34 Deep One Hybrid

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Barbarian Conquerors of Kanahu

Divine Spell List (Deep One Hybrid)


First Level Divine Spells Second Level Divine Spells Third Level Divine Spells
1 Cause Fear 1 Augury 1 Call Lightning
2 Command Word 2 Bane 2 Charm Person
3 Cure Light Wounds* 3 Charm Animal 3 Continual Light*
4 Detect Evil* 4 Enthrall 4 Detect Curse*
5 Detect Magic 5 Hold Person 5 Glyph of Warding
6 Light* 6 Resist Fire 6 Prayer
7 Protection from Good* 7 Shimmer 7 Remove Curse*
8 Resist Cold 8 Silence 15' radius 8 Speak with Dead
9 Sanctuary 9 Snake Charm 9 Summon Deep Ones**
10 Trance 10 Spiritual Weapon 10 Water Breathing

Races/Classes
Fourth Level Divine Spells Fifth Level Divine Spells
1 Create Water 1 Charm Monster
2 Cure Serious Wounds* 2 Command Person
3 Dispel Magic 3 Commune
4 Divination 4 Contact Other Plane
5 Fate 5 Fear
6 Infravision 6 Flame Strike
7 Neutralize Poison* 7 Insect Plague
8 Protection from Good, sustained* 8 Quest*
9 Vigor 9 Summon Weather
10 Tongues 10 True Seeing
* Denotes a reversible spell. **Denotes a new spell from this book. Italics denotes a spell from the Player’s Companion.

Template: Harati Noble It requires 5,000gp per character level to transform a hybrid
Proficiencies: Diplomacy, Leadership
into a full deep one. The ritual takes one day per 1,000gp of
cost. The transformation requires a magic research throw. The
Starting Equipment: Mariner’s backpack, sleek greenish scale
armor, helmet with fish head motif, ornate target value for this throw is increased by +1 for every level the
long sword, shield with blacked-out noble character has. Failure on the throw indicates that the character
crest, armiger dress, woven blanket, 3 flasks is dead and cannot be raised except through a wish or a miracle.
of regular oil, gilded lantern, unholy fish
symbol of Dagon, 1 week of iron rations, 50’ To perform the ritual, a deep one hybrid must have access to
rope woven from algae, large sack, water an altar to Dagon and/or Rahab of at least equal in value to the
skin cost of the ritual. For every 10,000gp of value that the altar is
worth above the minimum required for the transformation,
Harati Noble template: This pre-generated template represents the deep one hybrid receives a +1 bonus on his magic research
one of the deposed nobles of the city-state of Harat, all tainted throw. By using additional precious materials, the character
by deep one blood, raised to nobility and court intrigue, and can gain a bonus on his magic research throw, as described on
equipped with the dark relics of his or her family. The template ACKS p. 118. Transforming into a deep one also requires special
is ready for adventure. However, if your deep one hybrid’s INT components for the ritual. These components are usually from
is 13 or greater, you may pick one or more additional general high level human sacrifices, with a total XP value equal to the
proficiencies before play (see Starting Proficiencies in ACKS cost of the research. At least one creature sacrificed must be of
Chapter 4). a level equal to that of the deep one hybrid being transformed.
The Judge will determine the specific components based on the
Transformation into a Deep One ritual involved and local availability. If a character doesn’t know
Deep one hybrids who reach the maximum level of 11th level the components at the outset of the ritual, he learns them when
may transform themselves, or other deep one hybrids, into full the ritual is 50% complete.
deep ones through baleful rituals of sacrifice to the watery gods Even if the ritual is not performed, a deep one hybrid will
Dagon and Rahab. The ‘full’ deep one has as many HD as the eventually still transform into a deep one at the end of its mortal
character had class levels, may breathe both under and above lifespan. However, if the ritual is not undertaken, the resulting
the water indefinitely, is immune to disease and to further aging, deep one is the ordinary 2+1 HD monster described in the
can see in the dark (120’), and may attack with its claws for 1d4- Monsters chapter of this book, with none of the class features
1 damage each, and retains all class abilities and spellcasting (if or special abilities of the class. Most 0th level deep one hybrids
any) the hybrid had in its prior form. As grotesque creatures transform naturally into 2+1 HD deep ones in this manner.
of Chaos, full deep ones suffer a -4 reaction penalty from all
Neutral or Lawful mortals, but enjoy a +4 reaction bonus from
all Chaotic beings.

Deep One Hybrid 35

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DRAGON INCARNATE A dragon incarnate possesses the soul of a dragon. This
Prime Requisites: STR, INT powerful spirit grants the character a forceful personality and
Requirements: STR, INT, CON 9; CHA 12 charismatic presence. A dragon incarnate may hire one more
Hit Dice: 1d6 henchman than his Charisma would otherwise permit, and
Maximum Level: 10 the base morale score of any henchmen is increased by 1.
The dragons of Kanahu are mighty and terrible beings, warm- Furthermore, the dragon incarnate’s voice carries the majesty
blooded reptiles of great power and intellect far above dinosaurs, of a dragon, inspiring others to treat him with the respect due
lizardmen, and geckomen. Not only are their bodies exemplars to a wyrm. The character gains a +2 bonus to reaction rolls with
of majestic strength, but their souls, especially those of ancient any creatures he speaks to. If this bonus results in a total of 12
wyrms, are remarkable. Strangely, when a dragon dies, its soul or more, the subjects act as if charmed while in his presence.
does not always re-incarnate into a new dragon hatchling; Creatures with a WIS greater than the character’s CHA are
occasionally, such a soul is born in the body of a human baby. immune to this power (and the character will know they are
For reasons unknown, however, such souls are never (at least immune). That same powerful soul and majestiv voice empower
in known record, that is) born in the bodies of lizardman, the dragon incarnate to inspire courage in his friends and allies.
geckomen or even bugmen hatchlings. Lizardmen priestesses With a few moments of oration before a battle (one round), the
claim that Ixchala watches over the re-incarnation of lizardkind dragon incarnate can grant his allies within a 50’ radius a +1
and prevents the souls of such beasts from being born in bonus to attack throws, damage rolls, morale rolls (for monsters
lizardman bodies, though that does not explain the reason for or NPCs allied with the dragon incarnate), and saving throws
their absence in geckomen and bugmen. against magical fear. The bonus lasts for 10 minutes (1 turn).
The Dragon Incarnate class is very easy to use outside of the The dragon incarnate can inspire courage in any given character
default setting of Kanahu. In fact, any setting with dragons and once per day per class level. The character cannot inspire
reincarnation can easily sport the Dragon Incarnate, maybe as courage on characters who are already engaged in combat
a king in the making, with the regal blood of dragons running A dragon’s soul is loath to leave its body, so every dragon
through his veins, or as a barbarian warrior infused with the incarnate is gifted with longevity. A dragon incarnate is ageless
fierce soul of a wyrm. and enjoys a lifespan three times longer than that of normal
Born with the soul of an ancient wyrm, the Dragon Incarnate men, and is immune to ghoul paralysis. A dragon’s soul also
has the potential for greatness, be that for great good or great confers its bearer dragon’s resilience in the face of death. When
evil - though whether or not he survives far enough to fulfill his the dragon incarnate is required to consult the Mortal Wounds
potential is another matter entirely. The strength of personality table, the player may roll twice and choose the preferred result
and sorcerous powers brought forth by the dragon-soul make to apply. The character also subtracts his class level from the
such rare men and women into natural leaders. In some cases, number of days of bed rest required to recover. Finally, thanks
this has allowed one man to unite various barbarian tribes into a to the draconic strength of spirit, the character is immune to
horde, making him a temporary king with great military might. all natural and magical fear effects. A dragon’s luck smiles upon
the dragon incarnate, giving him a +2 bonus to all saving throws
Imbued with draconic might, Dragons Incarnate are highly (already factored into the class tables).
skilled combatants. At first level, Dragons Incarnate hit an
unarmored foe (AC 0) with an attack throw of 10+. Like fighters, From the 4th level (Dragon Plunderer) and on, dragons
they advance in attack throws and saving throws by two points incarnate learn and cast arcane spells as mages. The number
every three levels of experience. Dragons Incarnate increase and levels of spells the dragon incarnate can use in a single day
their base damage roll from missile and melee attacks by +1 at is summarized on the Dragon Incarnate Spell Progression table.
1st level and by an additional +1 at 3rd, 6th, 9th, and 12th level, Like a mage, the dragon incarnate’s spell selection is limited to
and may perform one cleave attack per level. They may wear any the spells in his repertoire. A dragon incarnate’s repertoire can
armor, wield any weapon, fight in any style, and use any magical include a number of spells up to the number and level of spells
or technological item useable by fighters or mages. listed for his level, increased by his Intelligence bonus. He also
knows how to speak, read and write the language of dragons.

Dragon Incarnate Level Progression Spell Progression


Damage
Experience Title Level Hit Dice Bonus 1 2 3 4
0 Dragoon 1 1d6 +1 - - - -
3,700 Dragon Raider 2 2d6 +1 - - - -
7,400 Dragon Marauder 3 3d6 +2 - - - -
14,800 Dragon Plunderer 4 4d6 +2 1 - - -
29,600 Dragon Reaver 5 5d6 +2 2 - - -
60,000 Dragon Bloodletter 6 6d6 +3 2 1 - -
120,000 Dragon Menace 7 7d6 +3 2 2 - -
240,000 Dragon Scourge 8 8d6 +3 2 2 1 -
410,000 Dragon Lord 9 9d6 +4 2 2 2 -
580,000 Dragon Overlord 10 9d6+2* +4 3 2 2 1
*Hit point modifiers from constitution are ignored
36 Dragon Incarnate

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

Dragon Incarnate Attacks & Saving Throws


Petrification &
Level Paralysis Poison & Death Blast & Breath Staffs & Wands Spells Attack Throw
1 13+ 12+ 14+ 14+ 15+ 10+
2-3 12+ 11+ 13+ 13+ 14+ 9+
4 11+ 10+ 12+ 12+ 13+ 8+
5-6 10+ 9+ 11+ 11+ 12+ 7+
7 9+ 9+ 10+ 10+ 11+ 6+
8-9 8+ 7+ 9+ 9+ 10+ 5+
10 7+ 6+ 8+ 9+ 9+ 4+

At 5th level, the dragon incarnate’s greatness of soul begins to GECKOMAN SPIRIT-TALKER
constantly inspire those who follow him. Any henchmen and Prime Requisites: WIS

Races/Classes
mercenaries hired by the dragon incarnate gain a +1 bonus to Requirements: DEX 9; CON 9
their morale score whenever he personally leads them. This Hit Dice: 1d6
bonus stacks with any modifiers from the dragon incarnate’s Maximum Level: 12
Charisma or proficiencies. The two main civilized races of the Barbarians of Kanahu setting
are men and lizardmen; both have built mighty civilizations and
When a dragon incarnate reaches 8th level (Dragon Scourge), impressive works of culture and craftsmanship. At the edges of
he may begin to research spells, scribe magical scrolls, and brew civilization, however, there are other sentient species, such as the
potions. geckomen, who hail from the desert caves and cliffs of Queddar
At 9th level (Dragon Lord), a Dragon Incarnate can also found or and, in a different, more colorful variety, from the deep jungles
capture a fortress and become a mighty leader of men. When he of Mala. Both are uncommon in the countryside of Kanahu,
does so, up to 1d4+1x10 0th level mercenaries and 1d6 Fighters but can be found in the city-states, though usually as a small
of 1st-3rd level will come to apply for jobs and training. If hired, minority compared to the vast masses of men and lizardmen.
they must be paid standard rates for mercenaries. Dragons Outside of Kanahu, it is possible to use geckomen in other
Incarnate’s fortresses are otherwise identical to fighters’ castles, setting. First and foremost, the crossbreeding rules in the ACKS
as detailed in the Campaign chapter of the ACKS Rulebook. core rulebook allow for an easy way to introduce geckomen
Dragon Incarnate Proficiency List: Alien Intuition, Alien into your setting as a cross-breed made by some mad sorcerer
Lore, Ambushing, Battle Magic, Berserkergang, Blind Fighting, between a man and a gecko. But worlds leaning more towards
Climbing, Combat Reflexes, Combat Trickery (disarm, force sword & sorcery can also easily contain entire populations
back, knock down, overrun, sunder, wrestling), Command, of these variant lizardmen, especially in deserts as well as in
Endurance, Familiar, Fighting Style, Manual of Arms, Martial tropical jungles. Finally, there is the possibility of a god or idol of
Training, Magical Engineering, Mountaineering, Mystic Aura, lizards granting his followers the shape and gifts of a geckoman
Precise Shooting, Riding, Running, Seafaring, Skirmishing, as a weird, mixed blessing.
Survival, Swashbuckling, Weapon Finesse, Weapon Focus. Geckomen look like upright, humanoid fan-fingered geckos,
Template: Dragon Chieftain thin and nimble, with large, lidless slit-pupiled eyes dominating
their faces. In Queddar, their scaly skin ranges in color from
Proficiencies: Berserkergang, Leadership
light grey, through yellow-beige, to brown, all sometimes with
Starting Equipment: Leather backpack, iron rations (1 week),
50’ rope, dragon-shaped gilded bracelets yellowish spots. In Mala, their skin tone ranges from greenish-
(worth 20gp), loincloth, heavy leather boots, grey to black, with spots ranging from fire-red to pale yellow.
large sack, tinder box, torches (6), waterskin, Unlike lizardmen, however, their scales are supple and soft,
suit of second-hand bronze banded plate, and give them little protection beyond human skin. They
massive great axe with dragon motif, dagger, stand approximately 5’ tall, not including the tail (which is
longbow, quiver with 20 arrows, 10gp
approximately 2’ long), and weigh 120 lbs on average. Though
their bodies are particularly slim, their tails store body fat,
Dragon Chieftain template: This pre-generated template growing thick and heavy if the geckoman eats well. Geckomen
represents an upstart barbarian chieftain gifted with a dragon’s live as long as typical humans do. There are very little external
soul, an awe-inspiring aura, and a hot temper. The template is differences between males and females (unless the female is
ready for adventure. However, if your dragon incarnate’s INT gravid and thus visibly bloated with eggs), though a geckoman
is 13 or greater, you may pick one or more additional general will recognize the sex of a fellow geckoman or geckowoman at
proficiencies before play (see Starting Proficiencies in ACKS a glance. (Humans who are unfamiliar with geckomen cannot
Chapter 4). recognize geckoman gender; if familiar with them, they’ll
correctly recognize the gender on a proficiency throw of 11+).
Geckomen prefer to be active after dark, and wear very little
clothing in their natural habitat, though they often wear jewelry.

Geckoman Spirit-Talker 37

jeff beaumont (Order #31282357)


Geckoman Spirit-Talker Level Progression Spell Progression
Experience Title Level Hit Dice Abilities 1 2 3 4 5
0 Gecko Spiritualist 1 1d6 Commune with spirits, guardian - - - - -
spirit, spiritual ritual
1,950 Gecko Healer 2 2d6 Divine spellcasting 1 - - - -
3,900 Gecko Priest 3 3d6 2 - - - -
7,800 Medicine-Gecko 4 4d6 2 1 - - -
15,600 Gecko Totemist 5 5d6 Speak with animals, magic 2 2 - - -
research (minor)
31,200 Gecko Doctor 6 6d6 2 2 1 1 -
60,000 Gecko Spirit-Walker 7 7d6 2 2 2 1 1
120,000 Gecko Elder 8 8d6 3 3 2 2 1
245,000 Spirit-Talker 9 9d6 Spiritwalk, sacred cavern, magic 3 3 3 2 2
research
370,000 Spirit-Talker, 10th level 10 9d6+2* 4 4 3 3 2
495,000 Spirit-Talker, 11th level 11 9d6+4* Magic research (advanced) 4 4 4 3 3
620,000 Grandfather Gecko 12 9d6+6* 5 5 4 4 3
*Hit point modifiers from constitution are ignored

Most geckomen live in the deserts of Queddar, where their tribes any sheer surface (such as glass) or walk on ceilings at ¼ speed
inhabit barren stone cliffs and deep caves in the rocky parts by succeeding on a proficiency throw to climb walls as a thief
of that wasteland. Several tribes also live in far, tropical Mala, of his level.
among the many trees. They are, first and foremost, hunters. A
Additionally, each geckoman has a detachable tail. A geckoman
geckoman is content to spend countless hours motionless on a
dealt a mortal wound may sacrifice his tail. Sacrificing the
cliff wall, hanging from it by his adhesive toe-pads, lurking for
tail grants a +20 bonus on the geckoman’s subsequent roll on
prey to come - dinosaur, giant insect, or otherwise. When the
the Mortal Wounds table. However, a tail is important to a
prey comes near enough, however, the geckoman acts quickly,
geckoman’s health, as well as balance, and as long as he is tail-
using lighting reflexes, spear, and bow to bring the animal down
less, he suffers a -2 penalty to his Dexterity and Constitution
and secure sustenance for him and his tribe for a few more days.
scores until the tail regrows. Regeneration of a geckoman’s tail
From this predatory nature arise the common psychological
takes 2d3 months.
characteristics of the geckomen: A seemingly endless patience
and a penchant for plotting elaborate plans, which may lay Finally, the geckoman is difficult to spot and has the ability to
unseen for years before closing on their subject like a well- seemingly disappear into rocky and rocky-desert surroundings
placed trap. with a proficiency throw of 3+ on 1d20. In dungeons, if the
geckoman is motionless and quiet in cover, he can escape
Spirit-talkers are the spiritual guides and leaders of the
detection with a proficiency throw of 14+ on 1d20.
geckomen, wise geckomen who act as liaisons between their
tribe and the spiritual world. They can hunt well, as this is However, geckomen are clearly inhuman, and, unlike lizardmen,
always required in the harsh and arid Queddar, but their real their culture and manners are rarely known to humans and are
specialty lies in spiritual (“divine”) magic, as well as their ability hard to fathom; they suffer a -2 penalty to the reactions, loyalty,
to traffick with the spirits around the tribe, win their favor, and and morale of humans and lizardmen. However, geckomen
enlist help for their people. Outside of their tribes, the spirit- get a +2 bonus to the reactions, loyalty, and morale of fellow
talkers sometimes employ their mystical powers and significant geckomen.
magical ability for their own benefit, or hire out as spiritual
advisors for others, even for non-geckomen. Geckoman Spirit-Talker Thief Abilities
Move Hide in Climb
All geckomen have several traits unique to their species, making Level Silently Shadows Walls Backstab
them into efficient ambush predators. First, they possess low- 1 17+ 19+ 6+ x2
light vision. Geckomen have eyes that are so sensitive to light 2 16+ 18+ 5+ x2
that they can see twice as far as normal in dim light. A geckoman
3 15+ 17+ 5+ x2
spirit-talker can read a scroll as long as even the tiniest candle
4 14+ 16+ 4+ x2
flame is next to him as a source of light. Geckomen can see
5 13+ 15+ 4+ x3
outdoors on a moonlit night as well as they can during the day.
6 12+ 14+ 4+ x3
However, geckomen suffer a penalty of -1 to attack throws when
7 10+ 12+ 3+ x3
in bright sunlight. Low-light vision is color vision.
8 8+ 10+ 3+ x3
Second, geckomen have lizard brains that react instinctively to 9 6+ 8+ 3+ x4
danger. A geckomen gains a +1 bonus to initiative and surprise 10 4+ 6+ 3+ x4
rolls. Third, geckoman have adhesive toe pads for climbing. A 11 2+ 4+ 2+ x4
geckomen may climb on most walls or other vertical surfaces at 12 2+ 3+ 2+ x4
½ speed without need for a proficiency throw. He may climb on
38 Geckoman Spirit-Talker

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

Geckoman Spirit-Talker Attacks & Saving Throws


Petrification &
Level Paralysis Poison & Death Blast & Breath Staffs & Wands Spells Attack Throw
1-2 13+ 10+ 16+ 13+ 15+ 10+
3-4 12+ 9+ 15+ 12+ 14+ 9+
5-6 11+ 8+ 14+ 11+ 13+ 8+
7-8 10+ 7+ 13+ 10+ 12+ 7+
9-10 9+ 6+ 12+ 9+ 11+ 6+
11-12 8+ 5+ 11+ 8+ 10+ 5+

As members of a hunting culture, all spirit-talkers are capable to life or reincarnated. However, he may summon and bind a
combatants, though not as skilled as human fighters. At first new guardian spirit once he reaches a new experience level.
level, spirit-talkers hit an unarmored foe (AC 0) with an attack

Races/Classes
While his guardian spirit is alive and within 30’ of the spirit-
throw of 10+. They advance in attack throws and saving throws
talker, the spirit-talker enjoys divine blessing – a +2 bonus to all
by two points every four levels of experience (i.e. the same as
saving throws resulting from the spirit’s protection.
clerics). They may use bows and crossbows as well as spears
and polearms, and may wield shields. They may not fight two- Also at 1st level, the geckoman spirit-talker may speak with
handed, nor may they dual wield weapons. Spirit-talkers prefer animals (as the spell) at will.
to remain light-footed when on the hunt, and thus cannot wear
From 2nd level (Gecko Healer), geckoman spirit-talkers may
armor heavier than leather. They may also hide in shadows,
cast divine spells, using the spell list given below, and may
move quietly and backstab, and may climb as a racial ability, as
engage in magical research and item creation as clerics. They
shown on the adjoining table.
may use any magical items useable by thieves and clerics.
Starting at 1st level (Gecko Spiritualist), a geckoman spirit-talker
At 5th level (Gecko Totemist), the spirit-talker may perform
has the ability to commune with his ancestral spirits once per
a spiritual ritual to re-gain the ability to cast a spell of a level
week. The spirits will answer three yes-or-no questions to the
he had previously expended. Each spiritual ritual requires one
best of their ability. They are very wise, and know the spirit-
hour (6 turns). In contrast to the austere contemplation of more
talker’s tribe’s history very well, but are not omniscient, and may
civilized priests, spiritual rituals involve ecstatic dancing, wild
not be able to answer all questions accurately. Such details are
drumming, chanting, and intoxicating smoke. The spirit-talker
left to the Judge’s discretion. The ritual to commune with the
may perform a spiritual ritual as often as desired, but may not
ancestor spirits takes one turn (10 minutes) to complete, during
regain the same level of spell more than once per day.
which time the spirit-talker is “out of body” and entirely helpless.
The ritual is so taxing that it may be performed only once per Upon attaining 9th level (Spirit-Talker), the spirit-talker gains
week. Once a year, on the winter solstice, which is sacred to all the ability to spiritwalk. After 1 turn (10 minutes) of chanting,
geckomen, the spirit-talker may ask twice the normal number the spirit-talker enters a deep trance during which his spirit
of questions of his ancestors without angering them. walks free of his body. Once a spiritwalk begins, it continues
until the spirit-talker’s soul returns to his body, to a maximum
At 1st level every geckoman spirit-talker also enjoys a guardian
duration of 1 hour per level. A spiritwalking spirit-talker’s
spirit, an ancestor or nature spirit who favors him. The spirit
soul always has a geckoman form. While spiritwalking, the
is invisible but may materialize at will. It must stay within 30’
spirit-talker can see and hear normally, move around at his
of the spirit-talker at all times. The guardian spirit can move at
normal movement rate, and pass through solid objects without
a rate of 120’, has AC 2, has one attack dealing 1d3 points of
difficulty. However, the spiritwalking spirit-talker cannot see
damage (which may harm creatures who can only be damaged
into, hear sounds from, or move through an area warded by an
by magical weapons), and can climb like a gecko. The spirit
anti-magic shell or protection from evil spell or similar effect.
guardian is as intelligent as any geckoman. It can understand
The spiritwalking spirit-talker is incorporeal and invisible, but
the spirit-talker’s speech, and the spirit talker can understand
can be detected with detect invisible or true seeing, harmed by
his guardian spirit’s speech, though no one else (except for other
spells and magic weapons if detected, and forced to return to his
spirit-talkers) can do so without resorting to a tongues spell.
body with dispel magic. If the spirit-talker’s body is destroyed,
So long as the spirit-talker upholds his tribal traditions, the
the character dies at the end of the spiritwalk. If the spirit-
guardian spirit will be utterly loyal to the spirit-talker and will
talker’s spirit is destroyed, his body falls into a catatonic slumber
fight for him, perform services, and generally respond to any
that can only be lifted with restore life and limb, resurrection,
reasonable request.
or wish. Spiritwalking is so taxing that it can be performed but
Because it is bound to the spirit-talker’s own spirit, the guardian once per week.
spirit always has a number of Hit Dice and maximum hit points
Also upon attaining 9th level, a geckoman spirit-talker may
equal to ½ the spirit talker’s own. It makes saving throws as
claim or excavate a sacred cavern underground. So long as
a cleric of ½ the spirit-talker’s level. If the guardian spirit is
the spirit-talker is currently in favor with the spirits, he can
ever killed, the character must save vs. Death or instantly take
construct sacred cavern at half the normal price due to spiritual
damage equal to the guardian spirit’s maximum total hit points.
providence. Once a sacred cavern is established, the spirit-
If a spirit-talker’s guardian spirit is slain, it may not be restored
talker’s reputation will spread, and he will attract 5d6x10 0th
level geckomen armed with various weapons, plus another 1d6
Geckoman Spirit-Talker 39

jeff beaumont (Order #31282357)


Divine Spell List (Geckoman Spirit-Talker)
First Level Divine Spells Second Level Divine Spells Third Level Divine Spells
1 Cause Fear 1 Augury 1 Call Lightning
2 Command Word 2 Bless 2 Cure Blindness
3 Cure Light Wounds* 3 Charm Animal 3 Cure Disease*
4 Locate Animal or Plant 4 Hold Person 4 Detect Curse*
5 Pass Without Trace 5 Obscuring Cloud 5 Eyes of the Eagle
6 Predict Weather 6 Produce Fire 6 Glyph of Warding
7 Protection from Evil* 7 Resist Fire 7 Prayer
8 Purify Food and Water 8 Shimmer 8 Remove Curse*
9 Sanctuary 9 Snake Charm 9 Speak with Dead
10 Trance 10 Spiritual Weapon 10 Water Breathing
Fourth Level Divine Spells Fifth Level Divine Spells
1 Create Water 1 Charm Monster
2 Cure Serious Wounds* 2 Commune
3 Dispel Magic 3 Control Winds
4 Divination 4 Contact Other Plane
5 Fate 5 Create Food
6 Neutralize Poison* 6 Insect Plague
7 Protection from Evil, sustained* 7 Quest*
8 Skinchange 8 Reincarnation
9 Summon Animals 9 Summon Weather
10 Water Breathing 10 True Seeing
* Denotes a reversible spell. Italics denotes a spell from the Player’s Companion.

geckoman spirit-talkers of 1st-3rd level seeking to learn from his However, if your geckoman spirit-talker’s INT is 13 or greater,
wisdom; they will typically establish a tribal community around you may pick one or more additional general proficiencies
his cavern. They are completely loyal (morale +4). While in the before play if you’d like (see Starting Proficiencies in ACKS
spirit-talker’s service, his followers must be provided food and Chapter 4).
lodging, but need not be paid wages. A sacred cavern otherwise
functions as a cleric’s fortified church, per the ACKS Campaign
chapter. GECKOMAN STALKER
Prime Requisites: DEX
Geckoman Spirit-Talker Proficiency List: Alien Intuition, Requirements: DEX 9; CON 9
Alien Lore, Animal Husbandry, Animal Training, Apostasy, Hit Dice: 1d6
Battle Magic, Beast Friendship, Berserkergang, Command, Maximum Level: 13
Diplomacy, Divine Blessing, Divine Health, Fighting Style, While the geckoman spirit-talkers represent the spiritual
Healing, Laying on Hands, Leadership, Loremastery, guides of the geckoman race, the vast majority of geckomen
Magical Engineering, Naturalism, Passing Without Trace, with a character class are not spirit-talkers, but rather stalkers.
Prestidigitation, Quiet Magic, Sensing Evil, Sensing Power, The stalker is a geckoman hunter, using his natural aptitude
Sniping, Theology, Survival, Tracking, Unflappable Casting, at ambush predation to catch prey – often prey much larger
Weapon Focus. and heavier than the slender geckoman. Outside of their desert
habitat, they excel as thieves and assassins, easily climbing any
Template: Hunting Spiritualist kind of wall and quietly lurking in the shadows in wait for their
Proficiencies: Sniping, Tracking quarry, as comfortable in the alleyways and on the walls of the
Starting Equipment: Dinosaur-skin backpack, dinosaur-skin city-state as they are in the harsh deserts of Queddar.
blanket, rough leather armor, light shield
of leather-wrapped wood, spear with tribal All geckomen have several traits unique to their species, making
decorations, 5 javelins, longbow, quiver with them into efficient ambush predators. First, they possess low-
20 arrows, iron rations for one week, 50’ light vision. Geckomen have eyes that are so sensitive to light
rope, large canvas sack, spirit-dance mask
(“holy symbol”), water skin, tribal jewelry that they can see twice as far as normal in dim light. Geckomen
worth 20gp, loose-fitting desert cloak, 40sp can see outdoors on a moonlit night as well as they can during
in a small sack the day. However, geckomen suffer a penalty of -1 to attack
throws when in bright sunlight. Low-light vision is color vision.
Hunting Spiritualist template: This pre-generated template Second, geckomen have lizard brains that react instinctively to
represents a geckoman spirit-talker well-versed in the life of danger. A geckomen gains a +1 bonus to initiative and surprise
desert hunting, knowing well how to stalk his prey and kill it, rolls. Third, geckoman have adhesive toe pads for climbing. A
either with his spear and his bow, all while under the guidance geckomen may climb on most walls or other vertical surfaces at
and protection of the spirits. The template is ready for adventure. ½ speed without need for a proficiency throw. He may climb on
any sheer surface (such as glass) or walk on ceilings at ¼ speed
40 Geckoman Stalker

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

Geckoman Stalker Level Progression


Move Find/ Remove Hide in Climb
Experience Title Level Hit Dice Silently Traps Shadows Backstab Walls
0 Gecko Trapper 1 1d6 17+ 18+ 19+ x2 6+
1,650 Gecko Stalker 2 2d6 16+ 17+ 18+ x2 5+
3,300 Gecko Catcher 3 3d6 15+ 16+ 17+ x2 5+
6,600 Gecko Slayer 4 4d6 14+ 15+ 16+ x2 4+
13,200 Gecko Hunter 5 5d6 13+ 14+ 15+ x3 4+
26,400 Gecko Tracker 6 6d6 12+ 13+ 14+ x3 4+
55,000 Gecko Killer 7 7d6 10+ 11+ 12+ x3 3+
110,000 Gecko Ranger 8 8d6 8+ 9+ 10+ x3 3+
235,000 Gecko Warden 9 9d6 6+ 7+ 8+ x4 3+

Races/Classes
360,000 Warden, 10th Level 10 9d6+2* 4+ 5+ 6+ x4 3+
485,000 Warden, 11th Level 11 9d6+4* 2+ 3+ 4+ x4 2+
610,000 Warden, 12th Level 12 9d6+6* 2+ 2+ 3+ x4 2+
735,000 Master Stalker 13 9d6+8* 1+ 2+ 2+ x5 1+
* Hit point modifiers from Constitution are ignored.

by succeeding on a proficiency throw to climb walls as a thief the Mortal Wounds table. However, a tail is important to a
of his level. geckoman’s health, as well as balance, and as long as he is tail-
less, he suffers a -2 penalty to his Dexterity and Constitution
Additionally, each geckoman has a detachable tail. A geckoman
scores until the tail regrows. Regeneration of a geckoman’s tail
dealt a mortal wound may sacrifice his tail. Sacrificing the
takes 2d3 months. Finally, the geckoman is difficult to spot
tail grants a +20 bonus on the geckoman’s subsequent roll on
and has the ability to seemingly disappear into rocky and rocky-
desert surroundings with a proficiency throw of 3+ on 1d20. In
dungeons, if the geckoman is motionless and quiet in cover, he
can escape detection with a proficiency throw of 14+ on 1d20.
However, geckomen are clearly inhuman, and, unlike lizardmen,
their culture and manners are rarely known to humans and are
hard to fathom; they suffer a -2 penalty to the reactions, loyalty,
and morale of humans and lizardmen. However, geckomen
get a +2 bonus to the reactions, loyalty, and morale of fellow
geckomen.
Geckoman stalkers are skilled hunters of prey, excelling in both
stealth and combat, though not as fully skilled as fighting men.
At first level, stalkers hit an unarmored foe (AC 0) with an
attack throw of 10+. They advance in attack throws and saving
throws by two points every four levels of experience (i.e. the
same as thieves). They may use all ranged weapons, as well as
any one-handed melee weapon, and shields. They may not fight
two-handed nor dual wield weapons. Stalkers prefer to remain
light-footed when on the hunt, and thus cannot wear armor
heavier than leather. They may also hide in shadows, move
quietly, find traps, remove traps, and backstab as noted in the
geckoman Stalker Level Progression table below, and may climb
as a racial ability as noted above.

Geckoman Stalker Attacks & Saving Throws


Petrification &
Level Paralysis Poison & Death Blast & Breath Staffs & Wands Spells Attack Throw
1-2 13+ 13+ 16+ 14+ 15+ 10+
3-4 12+ 12+ 15+ 13+ 14+ 9+
5-6 11+ 11+ 14+ 12+ 13+ 8+
7-8 10+ 10+ 13+ 11+ 12+ 7+
9-10 9+ 9+ 12+ 10+ 11+ 6+
11-12 8+ 8+ 11+ 9+ 10+ 5+
13 7+ 7+ 10+ 8+ 9+ 4+
Geckoman Stalker 41

jeff beaumont (Order #31282357)


When a geckoman stalker attains 9th level (Gecko Warden), he The corrupt nobles of Kanahu take pride in breeding and
can establish a concealed cave in the borderlands or wilderness, training their choicest slaves: the lizardman gladiators, bred over
and 2d6 geckoman stalker apprentices of 1st level will offer to centuries to produce bloodlines of unmatched martial prowess
work for him. If hired, they must be paid standard rates for and trained from birth to be ferocious on the arena floor. These
ruffians. These followers would typically accompany their gladiators possess a level of savagery unknown even in the best
master in hunts, though in some cases the geckoman stalker human fighters, or even Punt’s best-known lizardman warriors,
may establish a highwayman gang or a desert raiding party, as generations of artificial selection and a lifetime of combat
hunting the gold of unwary travelers rather than the hides of have honed their senses beyond those of common fighting men
wild beasts. Except as noted, a geckoman stalker’s concealed and lizardmen.
cave follows the rules for hideouts detailed in the Hideouts &
Lizardman gladiators are monstrously powerful combatants.
Hijinks section of the ACKS Campaigns chapter.
At first level, lizardman gladiators hit an unarmored foe (AC 0)
Geckoman Stalker Proficiency List: Alertness, Beast with an attack throw of 10+. Thereafter they advance in attack
Friendship, Blind Fighting, Combat Reflexes, Combat Trickery throws by one point every level of experience up until 9th level
(disarm, knock down, incapacitate, sunder), Endurance, (i.e. they fight as monsters). They advance in saving throws as
Fighting Style, Land Surveying, Mapping, Mountaineering, normal fighters, by two points every three levels of experience.
Naturalism, Navigation, Passing Without Trace, Precise Like fighters, lizardman gladiators increase their base damage
Shooting, Riding, Running, Skirmishing, Skulking, Survival, roll from successful missile and melee attacks by +1 at 1st level
Sniping, Swashbuckling, Technological Dabbling, Trap Finding, and by an additional +1 at 3rd, 6th, and 9th level. They may
Trapping, Weapon Finesse, Weapon Focus. perform one cleave attack per each level of experience.

Template: Trapper To maximize their chances for surviving in the arena, they are
Proficiencies: Survival, Trapping trained in the use of all weapons and armor. They may fight
Starting Equipment: Dinosaur-skin backpack, dinosaur-skin wielding a weapon and shield, wielding a two-handed weapon,
blanket, rough leather armor, light shield or wielding a weapon in each hand, as desired. Lizardman
of leather-wrapped wood, spear with tribal gladiators also learn to use their fangs and claws as formidable
decorations, 5 javelins, longbow, quiver with natural weapons. In lieu of attacking with a normal weapon,
20 arrows, iron rations for one week, 50’ the character can initiate an attack routine consisting of two
rope, large canvas sack, trapping supplies,
water skin, geckoman jewelry worth 20gp, claw attacks and one bite attack. The claws deal 1d3-1 damage
loose-fitting desert cloak, 60sp in a small each, while the bite deals 1d6-1 damage. Both the claw and bite
sack damage will be modified by the character’s STR adjustment
and damage bonus. When the character reaches 5th level, these
Trapper template: This pre-generated template represents a natural weapons become capable of harming creatures only
geckoman stalker adept in living off the wilderness and using harmed by magical weapons.
traps to catch his or her prey. The template is ready for adventure. Lizardman gladiators are bred to have thick, scaly hides that
However, if your geckoman stalker’s INT is 13 or greater, you give them a base unarmored AC of 3 instead of 0. If the character
may pick one or more additional general proficiencies before wears armor, this can further increase their base AC. This hide
play if you’d like (see Starting Proficiencies in ACKS Chapter 4). does, however, reduce their movement rate to 60’ per turn. They
are excellent swimmers with a swimming movement rate of
120’ per turn, and can hold their breath for 1 turn (10 minutes)
LIZARDMAN GLADIATOR without harm.
Prime Requisite: STR
Requirements: STR 9, DEX 9, CON 9 When a lizardman gladiator reaches 5th level (Lizard Exemplar),
Hit Dice: 1d8 his arena reputation begins to inspire others to follow him.
Maximum Level: 11 Any henchmen and mercenaries hired by the gladiator gain a
A lizardman looks like an upright, anthropomorphic water +1 bonus to their morale score whenever he personally leads
monitor, with a long, thick tail, a forked tongue, and a wide them. This bonus stacks with the modifiers from the gladiator’s
brain-case worthy of its human intelligence. Lizardmen are Charisma, proficiencies, and race.
born survivors, bred for manual labor and as cannon-fodder by
the dead serpentmen eons ago. They fight very well and thrive At 9th level (Lizard Warlord), a lizardman gladiator can build
in warm, humid, watery environments, such as their homeland a castle and claw his way into a position of authority. When
of Punt. Lizardmen are warm-blooded (though they resent cold he does so, up to 1d4+1x10 0th level mercenaries and 1d6
climates) and are omnivores with a taste for fresh meat and fish. lizardman gladiators of 1st-3rd level will come to apply for
Outside of Kanahu, this class may be used in any setting where jobs and training. If hired, they must be paid standard rates for
lizardmen have been bred and trained for the arena, and may mercenaries. Through force of arms, the lizardman gladiator
even serve as a somewhat weaker, though faster-advancing, may ultimately control several castles or even entire realms,
alternative to the Thrassian Gladiator given in the Player’s though he can expect to face ongoing challenges from humans
Companion. and other sentients. Additional rules for castles are detailed in
the ACKS Campaign chapter.

42 Lizardman Gladiator

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

Lizardman Gladiator Level Progression


Experience Title Level Hit Dice Damage Bonus
0 Lizard Pitfighter 1 1d8 +1
2,850 Lizard Gladiator 2 2d8 +1
5,700 Lizard Clawmaster 3 3d8 +2
11,400 Lizard Hero 4 4d8 +2
22,800 Lizard Exemplar 5 5d8 +2
45,600 Lizard Myrmidon 6 6d8 +3
91,200 Lizard Champion 7 7d8 +3
182,400 Lizard Epic Hero 8 8d8 +3
337,400 Lizard Warlord 9 9d8 +4
492,400 Lizard Warlord, 10th Level 10 9d8+2* +4

Races/Classes
647,400 Lizard Arena Master 11 9d8+4* +4
*Hit point modifiers from constitution are ignored

Lizardman Gladiator Saving Throws Lizardman Gladiator Attack Throws


Petrification & Poison & Blast & Staffs &
Level Paralysis Death Breath Wands Spells Level Attack Throw
1 15+ 14+ 16+ 16+ 17+ 1 10+
2-3 14+ 13+ 15+ 15+ 16+ 2 9+
4 13+ 12+ 14+ 14+ 15+ 3 8+
5-6 12+ 11+ 13+ 13+ 14+ 4 7+
7 11+ 10+ 12+ 12+ 13+ 5 6+
8-9 10+ 9+ 11+ 11+ 12+ 6 5+
10 9+ 8+ 10+ 10+ 11+ 7 4+
11 8+ 7+ 9+ 9+ 10+ 8 3+
9-11 2+

Lizardman Gladiator Proficiency List: Acrobatics, Alertness, LIZARDMAN HUNTER


Ambushing, Berserkergang, Blind Fighting, Climbing, Combat Prime Requisite: DEX
Reflexes, Combat Trickery (disarm, force back, incapacitate, Requirements: STR 9, DEX 9, CON 9
knock down, overrun, sunder), Command, Dungeon Bashing, Hit Dice: 1d6
Endurance, Fighting Style, Gambling, Intimidation, Kin- Maximum Level: 12
Slaying (from the ACKS Player’s Companion), Manual of Arms, In the wild lizard-tribes of Mala, the most basic social function
Military Strategy, Performance, Precise Shooting, Running, is that of the hunter - an agile stalker of prey who also, in times
Skirmishing, Survival, Swashbuckling, Tracking, Weapon of dire need, doubles as a warrior in protection of his or her
Finesse, Weapon Focus. tribe. Some of the more civilized lizardmen of Punt also follow
this pursuit, either as hunters for pleasure and profit or as rogues
Template: Arena Veteran who live in the cracks of Cibola’s rich, but corrupt, society.
Proficiencies: Manual of Arms, Performance (Show Unarmored, stealthy, and utterly deadly when attacking from
fighting) ambush, the lizardman hunter is a light-footed warrior well-
Starting Equipment: Two razor-sharp curved swords, well- suited to the adventuring life. Aside from Kanahu, any setting in
decorated bronze plate mail, plumed heavy which lizardmen are more intelligent than brutish can use this
helmet with visor and crest, leather cloak,
loincloth, high sandals, backpack, amphora class; this can also serve as an alternative to represent Thrassian
of oil (for polishing body), 2 weeks’ iron hunters in the Auran Empire setting.
rations, 15gp in arena winnings
Lizardman hunters are good, albeit light and unarmored,
combatants. At first level, lizardman hunter hit an unarmored
Arena Veteran Template: This pre-generated template foe (AC 0) with an attack throw of 10+. Like thieves, they
represents an arena-trained veteran well-versed in impressing advance in attack throws and saving throws by two points every
the crowds with bravado and extravagant shows of martial skill. four levels of experience. Agile and sneaky combatants as they
The template is ready for adventure. However, if your gladiator’s are, they may not wear any armor at all, but do enjoy a natural
INT is 13 or greater, you may pick one or more additional armor of AC 3 due to their thick, scaly hides; on the other
general proficiencies before play if you’d like. hand, the hide reduces their movement rate to 60’. They may
use any one-handed melee weapon and all missile weapons, but
may only fight in the one-handed weapon style. They cannot
use shields, dual wield a pair of weapons, or use weapons two-
handed. They may perform one cleave attack per 2 levels of
experience.

Lizardman Hunter 43

jeff beaumont (Order #31282357)


Lizardman Hunter Level Progression
Move Climb Hide in Hear
Experience Title Level Hit Dice Silently Walls Shadows Noises Backstab
0 Lizard Scout 1 1d6 17+ 6+ 19+ 10+ x2
1,750 Lizard Stalker 2 2d6 16+ 5+ 18+ 9+ x2
3,500 Lizard Explorer 3 3d6 15+ 5+ 17+ 8+ x2
7,000 Lizard Hunter 4 4d6 14+ 4+ 16+ 7+ x2
14,000 Lizard Guide 5 5d6 13+ 4+ 15+ 6+ x3
28,000 Lizard Tracker 6 6d6 12+ 4+ 14+ 5+ x3
55,000 Lizard Pathfinder 7 7d6 10+ 3+ 12+ 4+ x3
110,000 Lizard Ranger 8 8d6 8+ 3+ 10+ 3+ x3
245,000 Lizard Warden 9 9d6 6+ 3+ 8+ 2+ x4
380,000 Warden, 10th Level 10 9d6+1* 4+ 3+ 6+ 1+ x4
515,000 Warden, 11th Level 11 9d6+2* 2+ 2+ 4+ 0+ x4
650,000 Master Hunter 12 9d6+3* 2+ 2+ 3+ -1+ x4
* Hit point modifiers from constitution are ignored
Like all lizardmen, hunters may use their fangs and claws in work for him. If hired, they must be paid standard rates for
combat. In lieu of attacking with a normal weapon, the character ruffians. Some lizardman hunters use these followers to start
can initiate an attack routine consisting of two claw attacks and a gang of highwaymen and smugglers, expanding their wealth
one bite attack. The claws deal 1d3-1 damage each, while the through mostly illegitimate channels. Others use this for hunting
bite deals 1d6-1 damage. Both the claw and bite damage will be ferocious beasts. Except as noted, a lizardman hunter’s hunting
modified by the character’s STR adjustment and damage bonus. lodge follows the rules for hideouts detailed in the Hideouts &
When the character reaches 5th level, these natural weapons Hijinks section of the ACKS Campaigns chapter.
become capable of harming creatures only harmed by magical
Lizardman Hunter Proficiency List: Ambushing, Beast
weapons. lizardmen cannot use their fangs and claws while
Friendship, Blind Fighting, Climbing, Combat Reflexes, Combat
wielding weapons or using shields. Also, like all lizardmen,
Trickery (disarm, knock down, incapacitate, overrun, sunder),
hunters are excellent swimmers with a swimming movement
Eavesdropping, Endurance, Fighting Style, Land Surveying,
rate of 120’ per turn, and can hold their breath for 1 turn (10
Mapping, Mountaineering, Naturalism, Navigation, Passing
minutes) without harm.
Without Trace, Precise Shooting, Riding, Running, Seafaring,
Lizardman hunters may move silently, climb walls, hide in Skirmishing, Survival, Swashbuckling, Technological Dabbling,
shadows, hear noise and backstab like a thief, as shown on Tracking, Trapping, Weapon Focus.
the Lizardman Hunter Progression table. Lizardman hunters
also enjoy keen hunter’s senses, giving them a +4 bonus Template: Pathfinder
on any proficiency throws to hear noises and detect secret Proficiencies: Trapping, Tracking
doors (already factored into their Hear Noise throw). With a Starting Equipment: Woven reed backpack, dark green hooded
proficiency throw of 18+ they can notice secret doors with just cloak, fishing rod and hooks, trapping
supplies, torches (7), 2 weeks of iron rations,
casual observation. They also gain a +1 bonus to avoid surprise. waterskin, 2 large sacks, 50’ length of hemp
As skilled trackers, they avoid getting lost. Parties guided by the rope, hand axe, composite bow, quiver
with 20 arrows, bola, net, iron cooking pot,
character gain significant advantages on wilderness adventures. several dried fish, small bag of herbal spices,
Any time the hunter’s party is in country familiar to him, they small shamanic feather fetishes, claw and
get a +4 bonus on proficiency throws to avoid getting lost. teeth necklace
Finally, as skilled hunters, they have the sniping proficiency,
allowing them to inflict ranged backstab damage to an unaware Pathfinder Template: This pre-generated template represents a
target up to Short weapon range. professional hunter well-used to the wilderness and its dangers
When a lizardman hunter attains 9th level (Lizard Warden), he and well-versed in trapping prey. The template is ready for
can establish a hunting lodge in the Borderlands or Wilderness, adventure. However, if your hunter’s INT is 13 or greater, you
and 2d6 lizardman hunter apprentices of 1st level will offer to may pick one or more additional general proficiencies before
play.
Lizardman Hunter Attacks & Saving Throws
Petrification &
Level Paralysis Poison & Death Blast & Breath Staffs & Wands Spells Attack Throw
1-2 13+ 13+ 16+ 14+ 15+ 10+
3-4 12+ 12+ 15+ 13+ 14+ 9+
5-6 11+ 11+ 14+ 12+ 13+ 8+
7-8 10+ 10+ 13+ 11+ 12+ 7+
9-10 9+ 9+ 12+ 10+ 11+ 6+
11-12 8+ 8+ 11+ 9+ 10+ 5+
44 Lizardman Hunter

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

LIZARDMAN PRIESTESS foe (AC 0) with an attack throw of 10+. They advance in attack
Prime Requisite: WIS throws and saving throws by two points every four levels of
Requirements: STR 9, DEX 9, CON 9 experience (as clerics). They may use swords, daggers, flails,
Hit Dice: 1d6 and maces, and wear chainmail or lighter armor. They may fight
Maximum Level: 12 with either a weapon and a shield or with two weapons They
Lawful lizardmen worship Ixchala, the monotheistic lizard- may perform one cleave attack per 2 levels of experience.
goddess of law, freedom, civilization, and agriculture. Long ago,
the Grand Matriarch ruled the theocratic lizardman empire Lizardman priestesses also possess fangs and claws, as all
from atop the great pyramid in sacred Tollan as its highest lizardmen do. In lieu of attacking with a normal weapon, the
religious authority. Today, Tollan is in ruins, and no Grand character can initiate an attack routine consisting of two claw
Matriarch rules the lizardmen. But from the fall of the rigid attacks and one bite attack. The claws deal 1d3-1 damage each,
ecclesial hierarchy of Ixchala’s faithful, a much more flexible while the bite deals 1d6-1 damage. Both the claw and bite
priesthood came into being. The priestesses are thus the leaders damage will be modified by the character’s STR adjustment
and damage bonus. When the character reaches 5th level, these

Races/Classes
of the newer lizardman city-states, providing guidance and the
rule of law from atop their pyramids. Lizardman priestesses also natural weapons become capable of harming creatures only
have a connection to Ixchala herself, and are granted significant harmed by magical weapons.
sacred power by their goddess to use in service of their people Lizardman priestesses, like all lizardmen, have thick, scaly
and of Law. While many a priestess serves at a pyramid with hides that give them a base unarmored AC of 3 instead of 0. If
her sisters, some venture forth into the swamps and jungles, or the character wears armor, this can further increase their base
even into the temperate human lands of Kanahu to the north, to AC. This hide does, however, reduce their land movement rate
spread their faith, tend to the faithful, and further the cause of to 60’ per turn. They are excellent swimmers with a swimming
Law against the malignant cults of Chaos. movement rate of 120’ per turn, and can hold their breath for 1
Ixchala and her perpetual war against Chaos is a feature of the turn (10 minutes) without harm.
Kanahu setting. However, any lizardman, or lizard-like sentient Because of their connection to their goddess, priestesses of
humanoid who serves a Lawful god may use this class; perhaps Ixchala have the ability to turn undead as clerics of their level,
even a Thrassian, in the Auran Empire setting, who has chosen beginning from 1st level (Novice). There is no limit to how
to worship Ammonar rather than the Chthonic gods of Zahar. often a priestess may attempt to turn undead each day, but if an
Lizardman priestesses are skilled combatants – not as good as attempt to turn undead fails during an encounter, the priestess
fighters, but good enough to slay the foes of Law with their sharp may not attempt to turn undead again for the remainder of that
sacrificial daggers. At first level, priestesses hit an unarmored encounter.

Lizardman Priestess Level Progression Spell Progression


Experience Title Level Hit Dice Abilities 1 2 3 4 5
0 Novice 1 1d6 Turn undead, fangs & claws, - - - - -
scaly hide, swimmer
1,850 Daughter of Ixchala 2 2d6 Divine spellcasting 1 - - - -
3,700 Sister-Initiate 3 3d6 2 - - - -
7,400 Sister 4 4d6 2 1 - - -
14,800 Sister-Disciple 5 5d6 Commune with Ixchala, magic 2 2 - - -
research (minor)
29,500 Priestess of Ixchala 6 6d6 2 2 1 1 -
60,000 Mother 7 7d6 2 2 2 1 1
120,000 Revered Mother 8 8d6 3 3 2 2 1
255,000 Matriarch 9 9d6 Holy fervor, pyramid, magic 3 3 3 2 2
research
390,000 Matriarch, 10th level 10 9d6+1* 4 4 3 3 2
525,000 Matriarch, 11th level 11 9d6+2* Magic research (advanced) 4 4 4 3 3
660,000 Grand Matriarch 12 9d6+3* 5 5 4 4 3
*Hit point modifiers from constitution are ignored

Lizardman Priestess Attacks & Saving Throws


Petrification &
Level Paralysis Poison & Death Blast & Breath Staffs & Wands Spells Attack Throw
1-2 13+ 10+ 16+ 13+ 15+ 10+
3-4 12+ 9+ 15+ 12+ 14+ 9+
5-6 11+ 8+ 14+ 11+ 13+ 8+
7-8 10+ 7+ 13+ 10+ 12+ 7+
9-10 9+ 6+ 12+ 9+ 11+ 6+
11-12 8+ 5+ 11+ 8+ 10+ 5+
Lizardman Priestess 45

jeff beaumont (Order #31282357)


Divine Spell List (Lizardman Priestess)
First Level Divine Spells Second Level Divine Spells Third Level Divine Spells
1 Angelic Choir 1 Bless 1 Continual Light*
2 Command Word 2 Charm Animal 2 Cure Blindness
3 Cure Light Wounds* 3 Cure Moderate Wounds 3 Cure Disease*
4 Delay Disease 4 Delay Poison 4 Cure Major Wounds
5 Detect Evil 5 Divine Grace 5 Detect Curse*
6 Detect Magic 6 Enthrall 6 Glyph of Warding
7 Protection from Evil* 7 Hold Person 7 Prayer
8 Purify Food and Water 8 Holy Chant 8 Protection from Normal Missiles
9 Salving Rest 9 Silence 15' radius 9 Remove Curse*
10 Sanctuary 10 Speak with Animals 10 Speak with Dead
Fourth Level Divine Spells Fifth Level Divine Spells
1 Create Water 1 Command Person
2 Cure Serious Wounds* 2 Commune
3 Death Ward 3 Cure Critical Wounds*
4 Dispel Magic 4 Create Food
5 Divination 5 Dispel Evil
6 Fate 6 Insect Plague
7 Neutralize Poison* 7 Quest*
8 Protection from Evil, sustained* 8 Reincarnation
9 Spirit of Healing 9 Restore Life & Limb
10 Tongues 10 True Seeing
* Denotes a reversible spell. Italics denotes a spell from the Player’s Companion.

Starting at 2nd level (Daughter of Ixchala), lizardman priestesses Lizardman Priestess Proficiency List: Alchemy, Alien Lore,
may manifest their goddess’ power in the form of divine Alien Intuition, Animal Husbandry, Apostasy, Arcane Dabbling,
spells, which are granted through prayer, worship, and animal Beast Friendship, Contemplation, Diplomacy, Divine Blessing,
sacrifice. The power and number of divine spells available to the Divine Health, Healing, Illusion Resistance, Knowledge,
character are determined by level according to the lizardman Laying on Hands, Loremastery, Magical Engineering, Magical
Priestess Spell Progression table. They have their own spell list, Music, Mystic Aura, Naturalism, Performance, Prestidigitation,
below. Profession, Prophecy, Quiet Magic, Righteous Turning, Sensing
Evil, Sensing Power, Theology, Unflappable Casting.
When the lizardman priestess reaches her 5th level (Sister-
Disciple), she develops a divine connection with the goddess. Template: Travelling Priestess
Thereafter she may commune with Ixchala herself once per Proficiencies: Healing, Mystic Aura
week, as per the spell. It takes 1 turn (10 minutes) to commune Starting Equipment: Reed Backpack, 2 flasks of common oil,
with Ixchala. hooded lantern, polished scale armor,
old but sharpened short sword, dagger,
At the 9th level (Matriarch), the lizardman priestess masters sacrificial dagger of Ixchala (holy symbol),
the art of sermon and deeply impressive sacrificial rites, and Holy Book of Ixchala, iron rations for 1 week,
thus may inspire holy fervor in her followers - any hirelings or mirror, tinder box, water skin, priestess’
followers who worship Ixchala gain a +1 bonus to their morale cassock, silken sash, purse with 10sp.
score whenever she is present.
Also upon attaining 9th level (Matriarch), a lizardman priestess Travelling Priestess Template: This pre-generated template
may establish or build a pyramid. So long as the priestess is represents a lizardman priestess travelling the roads and
currently in favor with Ixchala, and remains Lawful, she may countryside, preaching the faith in Ixchala and healing the sick.
buy or build her pyramid at half the normal price due to divine The template is ready for adventure. However, if your priestess’s
providence. Once a pyramid is erected, the priestess’ reputation INT is 13 or greater, you may pick one or more additional
will spread and she will attract 5d6x10 0th level lizardmen general proficiencies before play if you’d like.
armed with various weapons, plus another 1d6 lizardmen
priestesses of 1st-3rd level seeking to follow her in the worship
of Ixchala. They are completely loyal (morale +4). While in
the priestess’ service, her followers must be provided food and
lodging, but need not be paid wages. A lizardman priestess’s
pyramid otherwise functions as a cleric’s fortified church, per
the ACKS Campaign chapter.

46 Lizardman Priestess

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

LIZARDMAN WARRIOR Lizardman warriors, like all lizardmen, also have thick, scaly
Prime Requisite: depends on totem hides that give them a base unarmored AC of 3 instead of 0. If
Requirements: STR 9, DEX 9, CON 9 the character wears armor, this can further increase their base
Hit Dice: 1d8 AC. This hide does, however, reduce their land movement rate
Maximum Level: 12 to 60’ per turn. They are excellent swimmers with a swimming
While, in the eyes of most Kanahi humans, the archetypal movement rate of 120’ per turn, and can hold their breath for 1
fighting lizardman is a gladiator bred for combat, in reality turn (10 minutes) without harm.
the vast majority of lizardman combatants are warriors, not
gladiators. These lizards-at-arms train from a young age in Totem Animal Key Ability Benefit
skirmish combat with sword, spear, bow, and shield, and enjoy Tyrannosaur STR Berserkergang
the protection and guidance of their order’s totem. Fully painted Raven INT Alertness
in war-paint and wearing masks to represent their totem, these Python WIS Beast Friendship
warriors might fool the onlooker in their visage of barbarism; Cobra DEX Combat Reflexes

Races/Classes
but, in reality, behind each mask hides a highly trained warrior Triceratops CON Survival
on par with the best fighters of Kanahu. Such warriors, as well as Eagle CHA Command
their orders or secret societies, exist throughout Punt and Mala,
and many lizardman warriors also venture into the searing
All lizardman warriors belong to orders, or secret societies.
sands of Sakkara and the fertile lands of Kanahu to the north,
Each of these orders of warriors looks to one totem animal as
looking for gold and glory. Aside from Kanahu, any setting in
its exemplar of combat prowess, and trains in the spirit of this
which lizardmen have a more structured tribal society could
animal. This devotion grants the warrior a totem benefit – a
make use of this class; in the Auran empire setting, this class
bonus proficiency related to the totem. For example, a lizardman
could represent the elite warriors of an isolated Thrassian tribe
cobra-warrior receives the Combat Reflexes proficiency for
from the Ivory Kingdoms or far west.
free. The totem animal should be a creature appropriate to
Lizardman warriors are highly skilled combatants. At first level, the character’s ability scores; secret societies accept neophyte
lizardman warriors hit an unarmored foe (AC 0) with an attack warriors with traits appropriate for their totem. For example,
throw of 10+. Like fighters, they advance in attack throws and a lizardman warrior with high STR might have a tyrannosaur
saving throws by two points every three levels of experience. totem, while a warrior with high WIS might have a python
lizardman fighters increase their base damage roll from missile totem, and one with high CHA might choose an eagle totem.
and melee attacks by +1 at 1st level and by an additional +1 at At a minimum, the warrior must possess an ability score of at
3rd, 6th, 9th, and 12th level and may perform one cleave attack least 9 in his totem animal’s key ability. The totems, as well as
per level. They may wear chainmail or lighter armor, wield any their requirements and benefits, are listed in the accompanying
weapon, fight in any style, and use any magical or technological Lizard Warrior Totems table.
item usable by fighters.
At 9th level (Warleader), a lizardman warrior can found or
Lizardman warriors also possess fangs and claws, as all capture a fortified camp and become a mighty leader of
lizardmen do. In lieu of attacking with a normal weapon, the lizardmen. When he does so, up to 1d4+1x10 0th level lizardman
character can initiate an attack routine consisting of two claw mercenaries and 1d6 lizardman warriors of 1st-3rd level will
attacks and one bite attack. The claws deal 1d3-1 damage each, come to apply for jobs and training. If hired, they must be paid
while the bite deals 1d6-1 damage. Both the claw and bite standard rates for mercenaries. Lizardman warriors’ fortified
damage will be modified by the character’s STR adjustment camps are otherwise identical to fighters’ castles, as detailed in
and damage bonus. When the character reaches 5th level, these the ACKS Campaign chapter.
natural weapons become capable of harming creatures only
harmed by magical weapons.

Lizardman Warrior Level Progression


Experience Title Level Hit Dice Damage Bonus
0 Lizard-at-Arms 1 1d8 +1
2,350 Lizard Warrior 2 2d8 +1
4,700 Lizard Blademaster 3 3d8 +2
9,400 Lizard First Spear 4 4d8 +2
18,800 Lizard Bandleader 5 5d8 +2
37,600 Lizard Myrmidon 6 6d8 +3
75,000 Lizard Champion 7 7d8 +3
150,000 Lizard Epic Hero 8 8d8 +3
305,000 Warleader 9 9d8 +4
460,000 Warleader, 10th level 10 9d6+2* +4
615,000 Warleader, 11th level 11 9d6+4* +4
770,000 Lizard Overlord 12 9d6+6* +5
*Hit point modifiers from constitution are ignored

Lizardman Warrior 47

jeff beaumont (Order #31282357)


Lizardman Warrior Attacks & Saving Throws
Petrification &
Level Paralysis Poison & Death Blast & Breath Staffs & Wands Spells Attack Throw
1 15+ 14+ 16+ 16+ 17+ 10+
2-3 14+ 13+ 15+ 15+ 16+ 9+
4 13+ 12+ 14+ 14+ 15+ 8+
5-6 12+ 11+ 13+ 13+ 14+ 7+
7 11+ 10+ 12+ 12+ 13+ 6+
8-9 10+ 9+ 11+ 11+ 12+ 5+
10 9+ 8+ 10+ 10+ 11+ 4+
11-12 8+ 7+ 9+ 9+ 10+ 3+

Lizardman Warrior Proficiency List: Alertness, Ambushing, LIZARDMAN WITCH-DOCTOR


Beast Friendship, Berserkergang, Blind Fighting, Climbing, Prime Requisite: INT
Combat Reflexes, Combat Trickery (force back, knock Requirements: STR 9, DEX 9, CON 9
down, overrun, wrestling), Command, Dungeon Bashing, Hit Dice: 1d4
Endurance, Fighting Style, Intimidation, Leadership, Manual Maximum Level: 12
of Arms, Military Strategy, Mountaineering, Precise Shooting, The collegiate wizardry and scholarly sorcery of Kanahu and
Riding, Running, Seafaring, Skirmishing, Sniping, Survival, Sakkara are uncommon in Punt and Mala, the ancestral lands
Swashbuckling, Weapon Finesse, Weapon Focus. of the lizardmen. Instead, their arcane spellcasters are a much
more tribal bunch – soothsayers, hedge-wizards, and dabblers
Template: Cobra Warrior in the dark arts, learning their craft according to word-of-mouth
Proficiencies: Ambushing, Manual of Arms, Combat traditions whispered over generations. These lizardman witch-
Reflexes doctors come in many shapes and forms, from fortune-tellers
Starting Equipment: Reed backpack, scale mail polished to in Cibola’s many marketplaces, to tribal sorcerers, to wretched
resemble snake scales, well-worn two-handed practitioners of necromancy in the City of the Sunken Moon.
sword, 2 daggers, long bow, quiver with 20
arrows, 3 flasks of war paint, cobra totem All of these wield magic which, in essence, would be highly
mask, hemp blanket, 1 week of iron rations, familiar to even the most civilized mage of Kanahu – they
6 torches, tinder box, 50’ hemp rope, purse cast arcane spells and scribe arcane scrolls (though theirs are
with 23gp from a previous mercenary written in the Blue Tongue of lizardman sorcery). But, though
contract they apply the same logic to spellcasting as a human mage, the
lizardman tradition has its own strange powers which make
Cobra Warrior Template: This pre-generated template the witch-doctor stand out in comparison to the wizards of
represents a lizardman warrior from the Cobra Secret Society. Sakkara and Kanahu. Aside from Kanahu, any setting in which
The template is ready for adventure. However, if your warrior’s lizardmen may learn arcane magic may use this witch-doctor;
INT is 13 or greater, you may pick one or more additional in the Auran Empire, this might be used to represent a the rare
general proficiencies before play if you’d like. Also note that as a modern Thrassian with a gift for arcane spellcraft.
member of the Cobra Secret Society, the Cobra Warrior received
Lizardman witch-doctors fight better than the typical human
the Combat Reflexes proficiency for free as a totem benefit.
sorcerer, though not as well as true warriors. At first level, witch-
doctors hit an unarmored foe (AC 0) with an attack throw of

Lizardman Witch Doctor Level Progression Spell Progression


Experience Title Level Hit Dice Abilities 1 2 3 4 5 6
0 Hedge Wizard 1 1d4 Arcane Spellcasting 1 - - - - -
3,350 Fortune-Teller 2 2d4 2 - - - - -
6,700 Soothe-Sayer 3 3d4 Familiar 2 1 - - - -
13,400 Witch-Doctor 4 4d4 2 2 - - - -
26,800 Lizard Thaumaturge 5 5d4 Secrets of the dark arts, magic research (minor) 2 2 1 - - -
53,600 Lizard Enchanter 6 6d4 2 2 2 - - -
110,000 Lizard Sorcerer 7 7d4 Contact dark powers 3 2 2 1 - -
220,000 Lizard Mage 8 8d4 3 3 2 2 - -
405,000 Lizard Wizard 9 9d4 Abode, magic research 3 3 3 2 1 -
590,000 Lizard Wizard, 10th level 10 9d4+1* 3 3 3 3 2 -
775,000 Lizard Wizard, 11th level 11 9d4+2* Magic research (advanced) 4 3 3 3 2 1
960,000 Witch-Lord 12 9d4+3* 4 4 3 3 3 2
*Hit point modifiers from constitution are ignored

48 Lizardman Witch-Doctor

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

10+. They advance in attack throws by two points every four on saving throws, but if the familiar is ever killed, the character
levels of experience (i.e. the same as thieves) but use the saving must save vs. Death or instantly take damage equal to the
throw progression of mages. Witch-doctors may make one familiar’s maximum total hit points. If a witch-doctor’s familiar
cleave attack per two levels of experience. They are not, however, is slain, he will gain a new familiar when he earns his next level
skilled in the use of armor, and may not use any kind of it, nor of experience.
can they use shields. They can, however, use any one-handed
Upon reaching 5th level (Lizard Thaumaturge), a witch-doctor
melee weapon, as well as all missile weapons.
begins to unlock the secrets of the dark arts. He may control
Lizardman witch-doctors also possess fangs and claws, as all undead as a Chaotic cleric of one half his class level. If the witch-
lizardmen do. In lieu of attacking with a normal weapon, the doctor casts spells that require a saving throw vs. Death, his
character can initiate an attack routine consisting of two claw targets suffer a -2 penalty on the save. When the witch-doctor
attacks and one bite attack. The claws deal 1d3-1 damage each, casts necromantic spells, the spell effects are calculated as if he
while the bite deals 1d6-1 damage. Both the claw and bite were two levels higher than his actual caster level.
damage will be modified by the character’s STR adjustment

Races/Classes
Also at 5th level, he may begin to research spells, scribe magical
and damage bonus. When the character reaches 5th level, these
scrolls, and brew potions.
natural weapons become capable of harming creatures only
harmed by magical weapons. At 7th level (Lizard Sorcerer), a witch-doctor may begin to
contact dark powers such as spirits, demons and other beings
Lizardman witch-doctors, like all lizardmen, also have thick,
of the Beyond. These beings possess near omniscience, but
scaly hides that give them a base unarmored AC of 3 instead
contact with them can be mind-shattering. Contacting the dark
of 0. This hide does, however, reduce their land movement rate
powers takes 1 turn (10 minutes) and is so taxing that the witch-
to 60’ per turn. They are excellent swimmers with a swimming
doctor may only do so once per week. The effect is resolved as
movement rate of 120’ per turn, and can hold their breath for 1
per the mage spell contact other plane.
turn (10 minutes) without harm.
At 9th level (Lizard Wizard), a witch-doctor is able to create
Lizardman witch-doctors learn and cast arcane spells as mages
more powerful magic items such as weapons, rings, and staffs.
of their level. The number and levels of spells the witch-doctor
The witch-doctor may also cast ritual spells of a necromantic
can use in a single day is summarized on the Lizardman Witch-
nature and create necromantic servants as a mage of 11th level.
Doctor Spell Progression table. Like a mage, the witch-doctor’s
spell selection is limited to the spells in his repertoire. A witch- At this level, a witch-doctor may also build an abode,
doctor’s repertoire can include a number of spells up to the archetypically a crooked hut in the middle of a forest or a swamp,
number and level of spells listed for his level, increased by his when he reaches 9th level. He will then attract 1d6 witch-doctor
Intelligence bonus. A witch-doctor can use any magic items apprentices of 1st-3rd level plus 2d6 level 0 lizardmen seeking
usable by mages. to become witch-doctors. Their intelligence scores will be above
average, but many will become discouraged from the rigorous
At 3rd level, (Soothe-Sayer), the witch-doctor attracts a familiar.
mental training and quit after 1d6 months. While in the
The familiar will be a creature appropriate to the character’s
witch-doctor’s service, apprentices must be provided food and
alignment and spell signature. The most common familiars are
lodging, but need not be paid wages. If the witch-doctor digs a
large insects, small dinosaurs, crows, owls, pythons, and vipers.
dungeon beneath or near his abode, monsters will start to arrive
The familiar always has a number of Hit Dice and maximum
to dwell within, followed shortly by adventurers seeking to
hit points equal to ½ the witch-doctor’s; Intelligence equal to
fight them, giving the character a chance of harvesting monster
the witch-doctor’s Intelligence; and a number of general and
parts. Witch-doctor’s abodes are otherwise identical to mage’s
class proficiencies equal to the witch-doctor’s, selected from the
sanctums, as detailed in the ACKS Campaign chapter.
witch-doctor’s class list. The familiar can always understand any
languages spoken by its witch-doctor master, and the witch- At 11th level, a witch-doctor may learn and cast ritual arcane
doctor will be able to understand the familiar’s speech, though spells of great power (7th, 8th, and 9th level), craft magical
no one else will without resorting to speak with animals. constructs, and create magical cross-breeds. These rules are in
The familiar is utterly loyal to the witch-doctor, and will fight the Campaign chapter of the ACKS core book.
for him, perform services, and generally obey his commands.
While the familiar is within 30’, the witch-doctor will receive +1

Lizardman Witch Doctor Saving Throws Witch Doctor Attack Throws


Petrification & Poison & Blast & Staffs &
Level Paralysis Death Breath Wands Spells Level Attack Throw
1-3 13+ 13+ 15+ 11+ 12+ 1-2 10+
4-6 12+ 12+ 14+ 10+ 11+ 3-4 9+
7-9 11+ 11+ 13+ 9+ 10+ 5-6 8+
10-12 10+ 10+ 12+ 8+ 9+ 7-8 7+
9-10 6+
11-12 5+

Lizardman Witch-Doctor 49

jeff beaumont (Order #31282357)


Mog Brute's Level Progression
Experience Title Level Hit Dice Damage Bonus
0 Grunt 1 1d10 +1
3,500 Brawler 2 2d10 +1
7,000 Fist 3 3d10 +2
14,000 Brave 4 4d10 +2
28,000 Brute 5 5d10 +2
56,000 Savage 6 6d10 +3
110,000 Reaver 7 7d10 +3
220,000 Ravager 8 8d10 +3
390,000 Brutal Warlord 9 9d10 +4
560,000 Brutal Warlord, 10th level 10 9d10+2* +4
730,000 Juggernaut 11 9d8+4* +4
* Hit point modifiers from Constitution are ignored.

Lizardman Witch-Doctor Proficiency List: Alertness, MOG BRUTE


Alchemy, Alien Lore, Alien Intuition, Battle Magic, Beast Prime Requisite: STR, CON
Friendship, Black Lore of Sakkara (Zahar), Contemplation, Requirements: STR 10, CON 10, INT less than 10
Craft, Diplomacy, Elementalism, Engineering, Familiar, Healing, Hit Dice: 1d10
Illusion Resistance, Knowledge, Language, Loremastery, Maximum Level: 11
Magical Engineering, Mapping, Mystic Aura, Naturalism, Savage yet noble, brutal yet heroic, the mog hails from the
Quiet Magic, Performance, Prestidigitation, Profession, Sensing forested mountains of northern Kanahu. He resembles a
Power, Soothsaying , Transmogrification, Unflappable Casting. massive human – standing two and a half meters high – covered
with fur and possessing great might. Curiously enough, he is
Template: Fortune Teller a mammal, like men and cats, but unlike any other creature
Proficiencies: Alchemy, Soothsaying in Kanahu. The mog is a creation of the breeding vats of the
Starting Equipment: Reed backpack, spear with feather markings, Visitors. Experimenting with human abductees, they triggered
shortbow, quiver with 20 arrows, 5 silver- dormant genetic sequences in them, recalling many of their
tipped arrows, carved silver dagger, woven ancestral ape traits. The Visitors’ goal in this case was to produce
blanket, 10 wax candles, iron rations for a
week, 50’ rope, spell book with the Sleep a strong foot-soldier and bodyguard to supplement their
spell, tinder box, water skin, tribal leathers dwindling robot armies. Some mogs do serve in this function,
and decorations, pouch with 11sp but many others have escaped into the mountains where they
lead a primitive existence.
Fortune Teller Template: This pre-generated template Mog brutes are monstrously powerful combatants. At first level,
represents a lizardman witch-doctor of the kind common a mog brute hits an unarmored foe (AC 0) with an attack throw
in the bazaars of Cibola and the markets of cities in Sakkara of 10+. Thereafter he advances in attack throws by one point
and Kanahu, skilled in brewing potions and telling people’s every level of experience up until 9th level (i.e. he fights as a
fortune. The template is ready for adventure. However, if your monster). He advances in saving throws as a normal fighter, by
witch-doctor’s INT is 13 or greater, you may pick one or more two points every three levels of experience. Like a fighter, a mog
additional general proficiencies before play if you’d like. brute increases his base damage roll from successful missile and
melee attacks by +1 at 1st level and by an additional +1 at 3rd,
6th, and 9th level. He may also perform one cleave attack per
each level of experience.
A mog brute, as his name suggests, is renowned for his brutality.
An unarmed mog can perform the Wrestling, Knock Down,

Mog Brute Saving Throws Mog Brute Attack Throws


Petrification & Poison & Blast & Staffs &
Level Paralysis Death Breath Wands Spells Level Attack Throw
1 15+ 14+ 16+ 16+ 17+ 1 10+
2-3 14+ 13+ 15+ 15+ 16+ 2 9+
4 13+ 12+ 14+ 14+ 15+ 3 8+
5-6 12+ 11+ 13+ 13+ 14+ 4 7+
7 11+ 10+ 12+ 12+ 13+ 5 6+
8-9 10+ 9+ 11+ 11+ 12+ 6 5+
10 9+ 8+ 10+ 10+ 11+ 7 4+
11 8+ 7+ 9+ 9+ 10+ 8 3+
9-11 2+
50 Mog Brute

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

and Sunder special maneuvers (ACKS Chapter 6) at no attack Feral Savage Template: This pre-generated template represents
penalty, representing great might and brutality in hand-to-hand a savage mog brute who came from the wilds to seek his
combat. Furthermore, he possesses bone-breaking strength. fame and fortune – and rip arms from people – in (relative)
The mog does 1d6-1 points of damage with his unarmed attacks, civilization. The template is ready for adventure.
and may make two attacks per round when unarmed. When the
character reaches 5th level, his natural attacks become capable of
harming creatures only harmed by magical weapons. The mog NECROMANCER
can also enter a fighting fury at will; while furious, the character Prime Requisite: WIS
gains a +2 bonus to damage rolls and becomes immune to fear. Requirements: WIS 9, must be Chaotic
Hit Dice: 1d4
However, the character cannot retreat from combat. Once it
Maximum Level: 14
has begun, a fighting fury cannot be ended until combat ends.
In common parlance, a “necromancer” is simply a spellcaster,
Finally, the mog is skilled in pugilism and thus knows how to
archetypically a mage, who specializes in spells related to the
defend himself in a brawl even when not wearing armor. When
dead and death. However, a true necromancer is not a mage,

Races/Classes
unarmored, the mog enjoys a +1 bonus to his armor class at 1st
but a specialized cleric of Pazuzu (known in Sakkara as Apep),
level, which increases to +2 when he reaches 7th level.
the evil god of Undead and Sorcery. Such vile priests seek to
At 9th level (Brutal Warlord), a mog brute can build a war camp transcend death, and raise mighty armies of the dead to conquer
and attract fighters, both mog and human, with his sheer battle lands for the glory of their undead god. These villainous priests
prowess. When he does so, up to 1d4+1x10 0th level human are typically behind all sorts of terrible events, from the theft
mercenaries and 1d6 mog brutes of 1st-3rd level will come to of corpses from their graves to plagues and outbreaks of
apply for jobs and training. If hired, they must be paid standard walking dead. Many a lich started its horrid journey as a lowly
rates for mercenaries. A mog’s war camp is otherwise identical necromancer of Pazuzu, eventually cheating death and pursuing
to a fighter’s castle, as detailed in the ACKS Campaign chapter. an unliving existence beyond the grave. More generally, a
necromancer may represent the servants of any Chaotic god of
Mog Brute Proficiency List: Acrobatics, Alertness,
the Dead and/or of Undeath.
Ambushing, Berserkergang, Blind Fighting, Climbing, Combat
Reflexes, Command, Dungeon Bashing, Endurance, Gambling, Necromancers seek to master life and death, and thus study
Intimidation, Kin-Slaying, Manual of Arms, Military Strategy, combat, though not as intensely as fighters. At 1st level, they hit
Performance, Precise Shooting, Running, Skirmishing, Survival, an unarmored foe (AC 0) with an attack throw of 10+. They
Swashbuckling, Tracking, Weapon Finesse, Weapon Focus. advance in attack throws and saving throws by two points every
four levels of experience. Necromancers may only use swords,
Template: Feral Savage daggers (including sickles, which use the stats for a short
Proficiencies: Combat Reflexes, Survival sword), bows, and crossbows, and may only wear leather armor
Starting Equipment: Hide armor, dagger, two-handed club, crude or lighter. They may not use shields but may either use a single
backpack, 5 torches, 2, leather water skin, one-handed weapon, two weapons, or a two-handed weapon.
weeks’ of smoke dinosaur meat, hand-woven
rope, 15gp They gain one Cleave attack every two levels. They progress in
saving throws and Proficiencies as clerics.

Necromancer Level Progression Spell Progression


Experience Title Level Hit Dice Abilities 1 2 3 4 5
0 Corpse Stealer 1 1d4 Climb walls, hide in shadows, - - - - -
move silently
1,250 Acolyte 2 2d4 1 - - - -
2,500 Necromancer 3 3d4 Dark blessing 2 - - - -
5,000 Dread Curate 4 4d4 2 1 - - -
10,000 Dread Vicar 5 5d4 Secrets of the dark arts, magic research (minor) 2 2 - - -
20,000 Dread Rector 6 6d4 2 2 1 1 -
40,000 Dread Prelate 7 7d4 After the flesh 2 2 2 1 1
80,000 Dread Bishop 8 8d4 3 3 2 2 1
180,000 Dread Necromancer 9 9d4 Necropolis, magic research 3 3 3 2 2
280,000 Dread Necromancer, 10th Level 10 9d4+1* 4 4 3 3 2
380,000 Dread Necromancer, 11th Level 11 9d4+2* Magic research (advanced) 4 4 4 3 3
480,000 Dread Necromancer, 12th Level 12 9d4+3* 5 5 4 4 3
580,000 Dread Necromancer, 13th Level 13 9d4+4* 5 5 5 4 3
680,000 King of the Dead 14 9d4+5* 6 5 5 5 4
*Hit point modifiers from constitution are ignored

Necromancer 51

jeff beaumont (Order #31282357)


Because of his devotion to the god of undeath and sorcery, a
necromancer may control undead as a Chaotic cleric of his
level. Starting at 2nd level, he gains the ability to cast divine
spells using the spell list below.
At 3rd level (Necromancer), the necromancer is gifted with the
blessing of the dead by Pazuzu. This grants him immunity to all
non-magical poisons and diseases, as well as to magical diseases
transmitted by undead.
At 5th level (Dread Vicar), the necromancer learns secrets of
the dark arts. If the character casts spells that require a saving
throw vs. Death, his targets suffer a -2 penalty on the save.
When the character casts necromantic spells (such as animate
dead), the spell effects are calculated as if he were two class levels
higher than his actual level of experience. He may also conduct
necromantic research as if he were two class levels higher than
actual. When a necromancer reaches 5th level he may also begin
to research spells, scribe scrolls, and brew potions.
When the necromancer reaches 7th level (Dread Prelate), the
dark embrace of Pazuzu allows the necromancer to transcend
death. He gains the after the flesh ability. If transformed into
Necromancer Thief Skills intelligent undead at or after this level, the necromancer retains
his class abilities. Once transformed, the necromancer may
Hide in
Level Move Silently Shadows Climb Walls continue to advance in Hit Dice without limit, even past his
class’s maximum level. A 1 HD undead necromancer requires
1 17+ 19+ 6+
4,000 XP to advance to 2 HD, and the amount of XP required
2 16+ 18+ 5+
to advance as an undead doubles with each HD thereafter
3 15+ 17+ 5+
(round values greater than 20,000 XP to the nearest 1,000). All
4 14+ 16+ 4+
of the necromancer’s class abilities will continue to progress to a
5 13+ 15+ 4+
maximum of 14th level.
6 12+ 14+ 4+
7 10+ 12+ 3+ Upon attaining 9th level (Dread Necromancer), a necromancer
8 8+ 10+ 3+ may establish or build a necropolis. A necromancer who founds
9 6+ 8+ 3+ a necropolis will be joined by 1d2x10 1st level necromancers and
10 4+ 6+ 3+ 1d6x30 normal men who worship Pazuzu. Every year 80% of
11 2+ 4+ 2+ the previous year’s trainees will either run away in terror or die
12 2+ 3+ 2+ horribly, and 1d6x20 normal men will come in to replace them.
13 1+ 2+ 1+ A normal man in training typically takes 2 years to become a
14 1+ 1+ 1+
1st level necromancer. A necromancer’s necropolis otherwise
functions as a priestess’

A necromancer’s early career typically revolves around the At 9th level, a necromancer is also able to create more powerful
theft of corpses and various sorts of unsavory and proscribed magic items such as weapons, rings, and staffs. He will also
research, so every necromancer knows how to move undetected be able to cast ritual spells of a necromantic nature, create
and enter places he is not allowed to. A necromancer may move necromantic servants and even become undead himself, assisted
silently, hide in shadows, and climb walls as a thief of his level. by his after the flesh ability.

Necromancer Attacks & Saving Throws


Petrification &
Level Paralysis Poison & Death Blast & Breath Staffs & Wands Spells Attack Throw
1-2 13+ 10+ 16+ 13+ 15+ 10+
3-4 10+ 7+ 13+ 10+ 12+ 9+
5-6 9+ 6+ 12+ 9+ 11+ 8+
7-8 8+ 5+ 11+ 8+ 10+ 7+
9-10 7+ 4+ 10+ 7+ 9+ 6+
11-12 6+ 3+ 9+ 6+ 8+ 5+
13-14 5+ 2+ 8+ 5+ 7+ 4+

52 Necromancer

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

Divine Spell List (Necromancer)


First Level Divine Spells Second Level Divine Spells Third Level Divine Spells
1 Cause Fear 1 Bane 1 Charm Person
2 Command Word 2 Choking Grip 2 Continual Light*
3 Cure Light Wounds* 3 Deathless Minion 3 Detect Curse*
4 Detect Evil* 4 Find Traps 4 Glyph of Warding
5 Detect Magic 5 Hold Person 5 Levitate
6 Detect Undead 6 Obscuring Cloud 6 Necromantic Potence
7 Light* 7 Resist Fire 7 Prayer
8 Protection from Good* 8 Shimmer 8 Remove Curse*
9 Resist Cold 9 Silence 15' radius 9 Speak with Dead
10 Trance 10 Spiritual Weapon 10 Sphere of Invisibility

Races/Classes
Fourth Level Divine Spells Fifth Level Divine Spells
1 Animate Dead 1 Charm Monster
2 Control Undead 2 Command Person
3 Cure Serious Wounds* 3 Commune
4 Dispel Magic 4 Contact Other Plane
5 Divination 5 Fear
6 Fate 6 Flame Strike
7 Neutralize Poison* 7 Insect Plague
8 Nondetection 8 Quest*
9 Protection from Good, sustained* 9 Strength of Mind*
10 Tongues 10 True Seeing
* Denotes a reversible spell. Italics denotes a spell from the Player’s Companion.

At 11th level, a necromancer may learn and cast ritual divine NEPHIL
spells of great power (6th and 7th level), and craft magical Prime Requisite: INT
constructs such as golems and animated statues. These activities Requirements: DEX 10, INT 10, CON less than 16
are explained in the Campaign chapter of the ACKS core book. Hit Dice: 1d4
Maximum Level: 11
Necromancer Proficiency List: Alchemy, Alien Lore, The enigmatic Visitors came from beyond the stars to pursue
Alien Intuition, Apostasy, Arcane Dabbling, Battle Magic, ends unknown on Kanahu. As part of their mysterious mission,
Contemplation, Diplomacy, Divine Blessing, Divine Health, from time to time they abduct ordinary humans (and, less
Endurance, Familiar, Illusion Resistance, Knowledge, frequently, lizardmen, geckomen, or even bugmen) to perform
Loremastery, Magical Engineering, Magical Music, Mystic experiments on them. Males are usually dissected and disposed
Aura, Naturalism, Prestidigitation, Profession, Prophecy, Quiet of, but female captives may be impregnated with hybrid fetuses,
Magic, Sensing Good, Sensing Power, Theology, Unflappable created by eldritch rituals in the Visitors’ alien laboratories.
Casting, Wakefulness. These Nephilim, half human and half Visitor, grow up to be
Template: Corpse Thief eccentric outsiders, belonging to neither the terrestrial world
nor the alien realms. Some are later retrieved by their alien
Proficiencies: Quiet Magic, Mapping
sires to serve an unfathomable higher purpose, but many are
Starting Equipment: Black leather backpack, dark cassock,
darkened leather armor, Kris dagger, abandoned.
crossbow with 20 bolts, woven blanket, The Visitors have visited many worlds. Thus, any ACKS
unholy four-winged idol of Pazuzu, 1 week’s
iron ration, 50’ rope, tinder box, wine skin, setting where science-fiction and/or science-fantasy content is
46cp appropriate may have Visitor and with them, Nephilim. The
Nephilim class does, however, rely on the existence of alien
artifacts in the setting, without which several of its abilities lose
Corpse Thief template: This pre-generated template represents
their usefulness. Therefore, the class is most appropriate in a
a necromancer out to rob tombs of their bodies in order to gain
setting where such technology is in use, at least as treasure.
new corpses for his dark purposes, stealing, on the side, any
magical treasure present in the tombs. The template is ready for Nephilim are usually somewhat shorter than ordinary humans,
adventure. However, if your necromancer’s INT is 13 or greater, rarely standing taller than 5’, slight of build, with greyish skin
you may pick one or more additional general proficiencies and oily hair, usually black but sometimes red. Their alien
before play if you’d like (see Starting Proficiencies in ACKS heritage marks all Nephilim with large, almond-shaped multi-
Chapter 4). faceted eyes, similar to those of their Visitor progenitors, and
with an instinctive knack for deciphering alien technology.
While sometimes shunned by superstitious humans, their alien
origin is a great boon for the Nephilim, who may work wonders
with their unique combination of alien tech and arcane magic.
Nephil 53

jeff beaumont (Order #31282357)


54 Nephil

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

Nephil Level Progression Spell Progression


Find/
Open Remove
Experience Title Level Hit Dice Abilities Lock Traps 1 2 3 4 5 6
0 Outcast 1 1d4 Arcane spellcasting 18+ 18+ 1 - - - - -
3,525 Mutant 2 2d4 17+ 17+ 2 - - - - -
7,050 Alien Spawn 3 3d4 16+ 16+ 2 1 - - - -
14,100 Alienist 4 4d4 15+ 15+ 2 2 - - - -
28,200 Weird 5 5d4 Magic research (minor) 14+ 14+ 2 2 1 - - -
56,400 Telepath 6 6d4 12+ 13+ 2 2 2 - - -
110,000 Psychic 7 7d4 10+ 11+ 3 2 2 1 - -
220,000 Mentalist 8 8d4 8+ 9+ 3 3 2 2 - -
425,000 Alien Lord 9 9d4 Alienage, magic 6+ 7+ 3 3 3 2 1 -

Races/Classes
research
630,000 Alien Lord, 10th level 10 9d4+1* 4+ 5+ 3 3 3 3 2 -
836,000 Alien Overlord 11 9d4+2* Magic research (adv.) 3+ 3+ 4 3 3 3 2 1
*Hit point modifiers from constitution are ignored

Nephilim lack the physique or temperament for heavy the Alien Lore proficiency in weapons, armor, and chemicals.
fighting, but given their outcast status they do learn to defend Nephilim can achieve On-the-Spot Understanding of an alien
themselves against prejudiced mobs. At first level, Nephilim hit artifact from these three categories on a proficiency throw of 7+,
an unarmored foe (AC 0) with an attack throw of 10+. They and only suffer mishaps on a natural 1 in those categories. They
advance in attack throws by two points every four levels of can rely on their subconscious alien intuition to achieve On-
experience (i.e. the same as thieves), but use the saving throw the-Spot Understanding with all other types of alien tech on a
progression of mages. They may use leather armor, as well as all proficiency throw of 11+ (with mishaps only on a 1). Their alien
light technological armors, and may cast spells while in armor. intuition also grants them a +1 bonus on all research throws
They may fight with any one-handed melee weapon, as well as related to alien technology.
all missile weapons, and may use any magical and technological
Nephilim have the occult running through their inhuman
items usable by mages and thieves.
blood, and thus may learn and cast arcane spells as mages of
Because of their alien heritage and well-developed intellect, their level. The number and levels of spells the Nephil can use
Nephilim have a knack for mechanical contraptions, and may in a single day is summarized on the Nephil Spell Progression
open locks, find traps, and remove traps as thieves of their table. Like a mage, the Nephil’s spell selection is limited to the
level. Nephilim are also highly tuned to their surroundings and spells in his repertoire. A Nephil’s repertoire can include a
enjoy sharp alien senses that grant a +1 bonus to avoid surprise number of spells up to the number and level of spells listed for
and a +4 bonus on any proficiency throws to hear noises and his level, increased by his Intelligence bonus.
detect secret doors. With a proficiency throw of 18+ a Nephil
When a Nephil reaches 5th level (Weird), he may begin to
can notice secret doors with just casual observation.
research spells, scribe magical scrolls, and brew potions.
Thanks to the genes inherited from their telepathic alien When a Nephil reaches 9th level (Alien Lord), he is able to
progenitors, Nephilim may use ESP (as per the spell) every 8 create more powerful magic items such as weapons, rings, and
hours, with a casting time of 1 round. They have a telepathic staffs.
ability to perceive intentions and always know the exact
At 9th level a Nephil may also build an alienage, usually a well-
reaction result (Hostile, Unfriendly, etc.) of creatures they
hidden underground vault. He will then attract 1d6 Nephilim
interact with, even if the creatures attempt to lie or conceal their
apprentices of 1st -3rd level plus 2d6 level 0 Nephilim seeking
intentions. Creatures with a CHA greater than the character’s
to learn how to better master their in-born alien potential. Their
WIS are immune to this power, though the character will know
intelligence scores will be above average, but many will become
they are immune.
discouraged from the rigorous mental training and quit after
Nephilim possess an instinctive knowledge – an inborn alien 1d6 months. While in the Nephil’s service, apprentices must
lore - of Visitor technology, and thus have the equivalent of be provided food and lodging, but need not be paid wages.

Nephil Saving Throws Nephil Attack Throws


Petrification & Poison & Blast & Staffs &
Level Paralysis Death Breath Wands Spells Level Attack Throw
1-3 13+ 13+ 15+ 11+ 12+ 1-2 10+
4-6 12+ 12+ 14+ 10+ 11+ 3-4 9+
7-9 11+ 11+ 13+ 9+ 10+ 5-6 8+
10-11 10+ 10+ 12+ 8+ 9+ 7-8 7+
9-10 6+
11 5+
Nephil 55

jeff beaumont (Order #31282357)


If the Nephil digs a dungeon beneath or near his alienage, that, while the character recently came from Terra, he learned at
monsters will start to arrive to dwell within, followed shortly least the rudiments of the local language.
by adventurers seeking to fight them, giving the character a
chance of harvesting monster parts. A Nephilim’s alienage Terran Cosmonaut Level Progression
otherwise functions as a mage’s sanctum, as detailed in the Experience Title Level Hit Dice
ACKS Campaigns chapter. 0 Spaceman 1 1d6
2,600 Spaceman, 1st class 2 2d6
At 11th level, a Nephil may learn and cast ritual arcane spells of
4,500 Space Lieutenant 3 3d6
great power (7th, 8th, and 9th level), craft magical constructs,
and create magical cross-breeds. If chaotic, the Nephil may 9,000 Space Captain 4 4d6
create necromantic servants and become undead. 18,000 Space Major 5 5d6
36,000 Space Colonel 6 6d6
Due to their alien nature, Nephilim suffer a -1 penalty to the 72,000 Space Brigadier 7 7d6
reactions, loyalty, and morale of humans, lizardmen, bugmen, 144,000 Space General 8 8d6
and geckomen, but gain a +1 bonus to the reactions, loyalty, and 274,000 Star Lord 9 9d6
morale of Nephilim and pure-blood Visitors. 404,000 Star Lord, 10th level 10 9d6+2*
Nephil Proficiency List: Alchemy, Alertness, Battle Magic, 534,000 Star Lord, 11th level 11 9d6+4*
Beast Friendship, Black Lore of Sakkara (Zahar), Blind Fighting, 664,000 Director General 12 9d6+6*
Combat Reflexes, Combat Trickery (disarm, incapacitate), * Hit point modifiers from constitution are ignored
Contortionism, Elementalism, Familiar, Fighting Style,
Intimidation, Loremastery, Magical Engineering, Mystic Aura,
In the harsh environs of Kanahu, Terran cosmonauts reveal
Passing Without Trace, Precise Shooting, Prestidigitation,
an aptitude for combat. At first level, Terran Cosmonauts hit
Quiet Magic, Running, Sensing Power, Skirmishing,
an unarmored foe (AC 0) with an attack throw of 10+. They
Skulking, Swashbuckling, Unflappable Casting, Trap Finding,
advance in attack throws and saving throws by two points every
Wakefulness, Weapon Focus, Weapon Finesse.
three levels of experience (i.e. the same as fighters). They may
Template: Outsider use any weapons and wear any armor. They can fight with a
Proficiencies: Loremastery, Disguise
weapon in each hand, with a weapon and shield, or with a two-
handed weapon. They may perform one cleave attack per level
Starting Equipment: Shabby backpack, worn leather armor, short
sword, round shield, shortbow, quiver with of experience.
20 arrows, rough dark cassock, long hooded
Every cosmonaut is by nature a daredevil and immune to
cloak, patched blanket, iron rations for 1
week, spell book with Sleep spell, tinderbox, natural and magical fear. As a result of careful recruitment and
waterskin, set of Thieves’ Tools, purse with specialized training, the Terran cosmonaut has the right stuff to
21gp succeed in dangerous situations. Anytime he is reduced to one-
half his maximum hit points or less during an encounter, the
Outsider template: This pre-generated template represents cosmonaut immediately gains a +1 bonus to armor class, attack
a Nephil cast out of his or her native community, traveling throws, proficiency throws, saving throws, and initiative rolls.
the roads, picking up odd knowledge, and hiding his or The bonus lasts until the end of the encounter (10 minutes) or
her supernatural capabilities well. The template is ready for until he is healed, whichever comes later. Due to his extensive
adventure. However, if your Nephil’s INT is 13 or greater, you firearms training, he gains a +1 bonus to attack throws when
may pick one or more additional general proficiencies before using technological ranged weapons such as pistols, rifles, and
play (see Starting Proficiencies in ACKS Chapter 4). launchers.
However, the cosmonaut’s greatest strength is not his military
prowess but rather his technological acumen. Because of his
TERRAN COSMONAUT scientific mindset, advanced education, and familiarity with
Prime Requisites: INT and CON
advanced technology, the cosmonaut seems almost like an alien
Requirements: INT 10, CON 10
Hit Dice: 1d6
sorcerer to a typical Kanahi savage.
Maximum Level: 12 As a trained pilot, a cosmonaut begins play with the Alien Lore
Men and women from Terra sometimes end up trapped on (vehicles) proficiency. He is also familiar with technology,
Kanahu. They might have been teleported there by a freak capable of quickly recognizing and examining devices such as
physics experiment, or perhaps their space capsule fell through weapons, tools, and machines in a scientific manner. He can
a wormhole and ended up in Kanahu orbit. Educated and achieve On the Spot Understanding with all alien technology on
enlightened believers in science and reason, Terrans are a proficiency throw of 11+ (with mishaps only on a 1). Because
utterly alien to this barbaric world of savagery, idolatry, and of his scientific mindset, he can use alien technology as if he
superstition, and thus (for game purposes) constitute a “race” were an arcane spellcaster. (See the New Proficiencies section on
of their own. p. 17 and the Technology rules on p. 94 for more details.) Finally,
The Terran cosmonaut class represents an elite military pilot he is trained in modern thought, with its emphasis on causal
or astronaut from the 20th or 21st century who has crashed on determinism, materialism, and empiricism, granting him a +3
Kanahu. For ease of play, the Terran cosmonaut class assumes bonus on saving throws against enchantments and illusions.

56 Terran Cosmonaut

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

Terran Cosmonaut Attacks & Saving Throws


Petrification &
Level Paralysis Poison & Death Blast & Breath Staffs & Wands Spells Attack Throw
1 15+ 14+ 16+ 16+ 17+ 10+
2-3 14+ 13+ 15+ 15+ 16+ 9+
4 13+ 12+ 14+ 14+ 15+ 8+
5-6 12+ 11+ 13+ 13+ 14+ 7+
7 11+ 10+ 12+ 12+ 13+ 6+
8-9 10+ 9+ 11+ 11+ 12+ 5+
10 9+ 8+ 10+ 10+ 11+ 4+
11-12 8+ 7+ 9+ 9+ 10+ 3+

Terran Cosmonauts do not start the game with the standard Terran Cosmonaut Proficiency List: Acrobatics, Alertness,

Races/Classes
allotment of gold. Instead, their space capsule includes advanced Alien Lore, Blind Fighting, Combat Reflexes, Combat Trickery
survival supplies, as follows: (disarm, force back, knock down, overrun, sunder), Command,
Dungeon Bashing, Endurance, Engineering, Fighting Style,
• Flight Suit - treat as a Visitor environment suit but with
Gambling, Intimidation, Knowledge (Any), Leadership, Manual
double weight.
of Arms, Military Strategy, Precise Shooting, Riding, Running,
• Flashlight – as bullseye lamp but heatless. Battery provides Siege Engineering, Skirmishing, Survival, Swashbuckling,
power for up to 12 hours of operation. Weapon Finesse, Weapon Focus.
• Radio – none of the natives has a radio set, but using this Template: Capsule Pilot
radio might attract the attention of Visitors. Proficiencies: Engineering, Survival
• First-aid kit – has enough supplies for 1d6 uses. When using Starting Equipment: As noted above
it, increase the character’s effective Healing proficiency by
1. For example, a cosmonaut without any first aid training Capsule Pilot template: This pre-generated template represents
will function as if he has Healing 1 when using the kit. a spaceman trained in science and survival who crashed on
• Emergency rations enough to feed one person for 8 days. Kanahu. The template is ready for adventure. However, if your
Terran Cosmonaut’s INT is 13 or greater, you may pick one or
• Canteen with 1 liter of water. Refillable, of course. more additional general proficiencies before play (see Starting
• 10 water purification pills (see the technology chapter of Proficiencies in ACKS Chapter 4).
this book).
• Machete – treat as Short Sword. TERRAN STARMAN
Prime Requisites: INT and CON
• Folding knife – for field use, too small for combat. Requirements: INT 10, CON 10
• Pistol with 3 magazines – each with 10 rounds. Hit Dice: 1d6
Maximum Level: 11
• Sewing kit. Centuries after the Cosmonaut rode fire to the sky, Terra took
• Match box with 20 matches (start fire automatically). to the stars with fusion rockets and transdimensional jump
drives. This gave rise to Starmen – hardy explorers who piloted
• Fishing kit. starships to strange new worlds to claim them in the name of
• Wire saw. Mother Terra. The Starman is familiar with the Visitors – Terra’s
old enemies - and their technology, as well as with the advanced
• 3 flares – used for illumination (each as torch; lasts for 1 science and technology of 23rd Century humanity. While he
hour) and attracting attention. has neither the martial prowess of a born and bred barbarian
When a Terran Cosmonaut attains 9th level (Star Lord), he can warrior nor a sorcerer’s eldritch might, he is incredibly educated
establish a forward base on Kanahu. When he does so, up to in Kanahi standards – on par with the highest sages and often
1d4+1x10 0th level human mercenaries and 1d6 human fighters surpassing them. Trained in science and rational thought, he
of 1st-3rd level will come to apply for jobs and training. If hired, uses his knowledge and sharp mind to survive in this hostile
they must be paid standard rates for mercenaries. Forward bases land of monsters and magic.
camps are otherwise identical to fighters’ castles, as detailed in The Terran Starman class represents characters who hail
the Campaign chapter of the ACKS Rulebook. from the futuristic Terran Navy. For ease of play, the Terran
cosmonaut class assumes that, while the character recently
came from Terra, he learned at least the rudiments of the local
language. All Terran Starmen also know the Visitor language.
Starmen know how to defend themselves, although they tend
to lack the instinctive prowess of the earlier cosmonauts. At first
level, starmen hit an unarmored foe (AC 0) with an attack throw
Terran Starman 57

jeff beaumont (Order #31282357)


Terran Starman Level Progression
Experience Title Level Hit Dice Find/Remove Traps Open Locks Damage Bonus
0 Starman 1 1d6 18+ 18+ +1
2,400 Able Starman 2 2d6 17+ 17+ +1
4,800 Ensign 3 3d6 16+ 16+ +2
9,600 Lieutenant 4 4d6 15+ 15+ +2
19,000 Lieutenant Commander 5 5d6 14+ 14+ +2
38,000 Commander 6 6d6 13+ 12+ +3
76,000 Captain 7 7d6 12+ 10+ +3
152,000 Commodore 8 8d6 11+ 8+ +3
272,000 Admiral 9 9d6 9+ 6+ +4
392,000 Admiral, 10th level 10 9d6+2* 7+ 4+ +4
512,000 Grand Admiral 11 9d6+4* 5+ 3+ +4
* Hit point modifiers from constitution are ignored

Terran Starman Attacks & Saving Throws


Petrification &
Level Paralysis Poison & Death Blast & Breath Staffs & Wands Spells Attack Throw
1-2 13+ 13+ 16+ 14+ 15+ 10+
3-4 12+ 12+ 15+ 13+ 14+ 9+
5-6 11+ 11+ 14+ 12+ 13+ 8+
7-8 10+ 10+ 13+ 11+ 12+ 7+
9-10 9+ 9+ 12+ 10+ 11+ 6+
11 8+ 8+ 11+ 9+ 10+ 5+

of 10+. They advance in attack throws and saving throws by two Command Branch
points every four levels of experience (i.e. the same as thieves). Command branch trains the leaders of the Terran Navy,
They may use any missile weapons and any one-handed melee instilling them with the confidence they need to lead the future’s
weapons. They are not trained in the use of shields, but may use finest fighting force.
two weapons at once or a single two-handed weapon. They may
Branch Power: The starman can inspire exceptional
perform one cleave attack per 2 levels of experience.
performance. Inspiring exceptional performance requires a few
However, starmen are experts in advanced science. Every moments of oration (one round) and grants the starman’s allies
starman is familiar with technology, capable of quickly within a 50’ radius a +1 bonus to initiative rolls, attack throws,
recognizing and examining devices such as weapons, tools, and and proficiency throws for 10 minutes (1 turn). He can inspire
machines in a scientific manner. He can achieve On the Spot exceptional performance in any given character once per day
Understanding with all alien technology on a proficiency throw per class level.
of 11+ (with mishaps only on a 1). He has also received advanced
Branch Proficiencies: Command, Leadership
technology training in weapons, armor, and starship systems.
Every starman begins play with the Alien Lore (vehicles), Alien
Engineering Branch
Lore (weapons), and Alien Lore (armor) proficiencies. Because
This branch of service trains the resourceful technicians of the
of his scientific mindset, he can use alien technology as if he
Terran Navy how to use, operate, repair, and maintain advanced
were an arcane spellcaster. (See the New Proficiencies section on
technology.
p. 17 and the Technology rules on p. 94 for more details.) Finally,
a starman is trained in modern thought, with its emphasis on Branch Power: The starman has engineering aptitude. He can
causal determinism, materialism, and empiricism, granting repair technological devices in one-half the normal time for
him a +3 bonus on saving throws against enchantments and one-half the normal cost in spare parts. (See p. 97 for details on
illusions. repairing technological devices.)
Prior to departing for outer space, every starman also chooses Branch Proficiencies: Alien Lore (robots), Engineering
a branch of service that provides additional training and
equipment. Each branch grants one custom power and two Medical Branch
bonus proficiencies. There are five branches available to a The medical branch recruits and trains empathic, diligent
starman: Command, Engineering, Medical, Science, and starmen to be doctors, nurses, and field medics.
Tactical. The Judge can create additional branches if desired.
Branch Power: The starman has received broad-spectrum
inoculations against pathogens. He is immune to all forms of
disease, including magical diseases caused by spells, mummies,
or lycanthropes.

58 Terran Starman

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

Branch Proficiencies: Alien Lore (chemicals), Healing (This When a Terran Starman attains 9th level (Admiral), he can
represents a starman trained just as a field medic – for a full- establish a research facility on Kanahu. 2d6 thieves, eager to
fledged physician the starman will need to spend two additional profit from his technical knowledge, of 1st level, will offer to
proficiency slots.) work for him. If hired, they must be paid standard rates for
ruffians. A Terran Starman’s research facility follows the rules
Science Branch for hideouts detailed in the Hideouts & Hijinks section of
This branch selects for highly intelligent starmen to receive Chapter 7 of the ACKS core-book.
instruction in fields such as xenobiology, hyperspace physics,
Terran Starman Proficiency List: Acrobatics, Alertness,
and quantum communications.
Alien Lore, Blind Fighting, Combat Reflexes, Combat Trickery
Branch Power: The starman can analyze data to help determine (disarm, force back, knock down, overrun, sunder), Command,
the most favorable course of action. Analyzing data requires Diplomacy, Dungeon Bashing, Endurance, Engineering,
one turn (10 minutes) and the starman must have access to a Fighting Style, Gambling, Intimidation, Knowledge (Any),
multiscanner. Analyzing data will provide the starman with Leadership, Manual of Arms, Military Strategy, Precise

Races/Classes
useful information regarding a question concerning a specific Shooting, Riding, Running, Siege Engineering, Skirmishing,
goal, event, or activity that is to occur within one week. The Survival, Swashbuckling, Weapon Finesse, Weapon Focus.
future is ever-changing, so if the starman does not act on the
information, it will quickly become useless. To successfully Template: Star Hero (Command Branch)
analyze data the starman must make a proficiency throw of 8+. Proficiencies: Precise Shooting, Military Strategy
The proficiency throw is reduced by to 7+ at 9th level and 6+ at Starting Equipment: As noted above
12th level. Since over-analysis is never fruitful, a starman can
analyze data no more than once per day. Star Hero: This pre-generated template represents a space
Branch Proficiencies: Alien Lore (general devices), Naturalism explorer who boldly went where no man has gone before,
only to find himself stranded on Kanahu. The template is
Tactical Branch ready for adventure. However, if your Terran Starman’s INT
Tactical branch trains intrepid starmen in the use of advanced is 13 or greater, you may pick one or more additional general
weapon systems, security, and small unit tactics. proficiencies before play (see Starting Proficiencies in ACKS
Chapter 4).
Branch Power: The starman is a weapon systems expert. When
using technological ranged weapons, he can cleave once per
level (rather than once per two levels), and achieves critical hits
on an attack throw that exceeds the target value by 8 or more.
Branch Proficiencies: Alertness, Military Strategy
Terran Starmen do not start the game with the standard
allotment of gold. Instead, their escape pod includes advanced
technological tools, as follows (equivalent to Visitor equipment):
• Breather
• Environment Suit
• Multitool – an advanced multi-purpose technological tool
capable of functioning as Thieves’ Tools and various other
small tools (such as jewelry tools).
• Multiscanner
• Plasma Pistol
• 2 Energy Crystals
• 3 Panaceas
• 5 Wonder Meals
• 3 Glow Sticks.
Terran technology generally functions like Visitor technology,
albeit with cosmetic differences. For instance, a Terran plasma
pistol fires a different color of plasma bolt than its Visitor
counterpart.

Terran Starman 59

jeff beaumont (Order #31282357)


USING EXISTING ACKS CLASSES FOR THE BARBARIANS OF KANAHU
The table on p.13 of the ACKS Player’s Companion offers three
SWORD & SORCERY AND THE KANAHU different variants of the Barbarian class, based on the various
SETTING uncivilized regions of the Auran Empire campaign setting. Here
Most classes in the ACKS core book and Player’s Companion fit we will provide three new Barbarian variants to suit the wilds of
very well in a sword & sorcery milieu. The only exception are the Kanahu. The first comes from Enyom, dry and rocky wilderness
various demi-human classes, which are typically more befitting to the east of Kanahu proper, where sun-scorched but tireless
a generic fantasy milieu. For the most part Elves, Dwarves, and herders lead a life of semi-nomadism and constant inter-tribal
Gnomes, therefore, do not exist in the default Kanahu setting. warfare. The second hails from Queddar, the harsh desert to the
That said, if desired, in another setting these classes may be ‘re- southeast of Kanahu and the east of Sakkara; the desert nomads,
skinned’ to fit a sword & sorcery, and even a sword & planet herders, traders and raiders of this sun-scorched land have by
genre – Elves, for instance, may be recast as an ancient, sorcerous now infiltrated most of Sakkara as well, replacing the dying
race of men, such as Moorcock’s Melnibonéans, and Dwarves Sakkaran civilization with their renewed vigor. The third is from
may be re-imagined as any technologically-inclined but durable Mala – the steaming jungle to the south of the lizardman lands
species or group. The same goes with Nobirans (from the Player’s of Punt, where uncivilized men and lizardmen live together in
Companion), who are not included in the Kanahu setting, but a primitive, if vigor-filled, existence between biting insects and
who will fit many other sword & sorcery settings as those with ferocious dinosaurs.
a divine or cosmic lineage, such as the various super-humans in
the science fantasy works of Jack Kirby.

Region Natural Proficiency Weapons Permitted Fighting Styles Permitted


Enyom Endurance Battleaxe, club, dagger, great axe, hand axe, shortbow, sling, Weapon & shield, two-handed
spear, sword, two-handed sword weapon
Queddar Survival Composite bow, club, dagger, hand axe, javelin, lance, short Two-handed weapon, two
sword (scimitar), spear, staff, whip weapons
Mala Precise Shooting Bola, club, dart, dagger, hand axe, javelin, net, shortbow, short Weapon & shield, two weapons
sword, spear

60 Using Existing ACKS Classes

jeff beaumont (Order #31282357)


Chapter 4: The Monsters of Kanahu

jeff beaumont (Order #31282357)


NEW MONSTER TYPES Grab and Restrain
As noted in ACKS (p. 151), monsters with similar characteristics Many monster have a special ability to seize hold of their targets
are grouped into monster types. Barbarian Conquerors and thereafter deal ongoing damage, restrain the target’s activities,
introduces two new monster types (machines and plants). A and move the target around. Monsters which completely pin
creature can belong to multiple types. their targets have the grab ability while those who immobilize
their target have the restrain ability.
Machines are artificial creatures similar to golems but using the
strange mechanisms of the Visitors in lieu of magic. Since they Grabbed: A grabbed creature cannot attack, cast spells, move, or
are technological constructs and not living beings, machines take any other action except to attempt to escape. While a creature
are immune to poison or gases. However, they are vulnerable to is grabbed, the opponent which grabbed it can automatically
lightning damage and take double damage from any electricity- deal damage on its initiative each round to the grabbed creature
based attack, such as the various lightning spells. Additionally, without having to make an attack throw. Doing so counts as the
any machine hit by an electricity attack must save vs. Paralysis opponent’s attack with whatever natural weapon it has used to
or have its electronics scrambled, rendering it unable to move grab the creature. The grabbed creature still receives a saving
(except to hover) or use its weapons and special abilities on its throw against any special effects of the attack (such as poison,
next initiative. Some machines have hardened electronics and etc.). A grabbed creature also has the vulnerable condition
enjoy a +2 bonus to this saving throw. Even if autonomous, while it is grabbed. The grabbed condition is ended immediately
machines possess a virtual intelligence that is unaffected by hold, when the grabbed creature escapes or when the creature which
charm, or sleep spells. grabbed it releases it.

Plants are sentient vegetable creatures. Plants are immune to Restrained: A restrained creature cannot move, but can still
all charm, sleep, and hold spells, to stunning, and to poisons attack, cast spells, take actions in lieu of attacking, or attempt to
not designed to work on plants. They are vulnerable to spells escape. The opponent which restrained it can automatically deal
that affect plants. Note that for game purposes, the plant type damage on its initiative each round to the restrained creature
includes fungi. without having to make an attack throw. Doing so counts as the
opponent’s attack with whatever special natural weapon it used
Type Monsters to restrain the creature. The restrained creature still receives a
Animal Anomalocarid, Dinosaur (all), Giant Frog, saving throw against any special effects of the attack (such as
Giant Constricting Viper, Monitor Lizard (all), poison, etc.). A restrained creature also has the vulnerable
Terror Bird condition while it is restrained. Sometimes a creature can be
Construct Serpentile Machine restrained by multiple causes (such as several tentacles); when
Fantastic Creature Aboleth, Aranea, Choker, Chuul, Coatl, this occurs, the restrained creature suffers an additional -1
Darkmantle, Deep One, Destrachan, Digester, penalty on its attack throws for each additional cause of restraint,
Gloom Crawler, Grick, Leviathan, Otyugh,
Roper in addition to the effects above. The restrained condition is ended
Humanoid Bugman, Crayman, Deep One Hybrid,
immediately when the restrained creature escapes or when the
Ettercap, Geckoman, Lizardman, creature which restrained it releases it. If restrained by multiple
Scorpionman, Serpentman, Toadman, Visitor causes, each must be escaped separately.
Machine Flying Saucer (all), Robot (all)
Vulnerable: A vulnerable creature gains no benefit to its AC
Plant Fungus (all), Shambling Mound, Tendriculos from its shield (if any). It can be ambushed or backstabbed by
Summoned Creature Shoggoth creatures capable of doing so. All attack throws against vulnerable
Undead Allip, Ghast, Mohrg, Undead Serpentman creatures gain a +2 bonus, or a +4 bonus if the attacker ambushes
Vermin Giant Cockroach, Giant Mantis, Giant or backstabs the grabbed creature. The vulnerable creature
Parasitic Wasp, Giant Slug, Phase Spider
is dealt the attack’s ordinary damage, or the attack’s ordinary
damage multiplied by two or more from ambush or backstab.

MONSTER SPECIAL ABILITIES Escaping from the Grabbed and Restrained Condition: The
grabbed and restrained conditions can be ended with a successful
Many of the monsters introduced in Barbarian Conquerors escape. When attempting to escape from being grabbed, a
have special attacks and abilities that impose conditions on their creature has to two options. First, it may attempt to slip free with
targets. Conditions alter a creature’s capabilities in a variety of a saving throw versus Paralysis. Second, it may attempt to break
ways. A condition lasts either until it is countered or for a duration free with a proficiency throw to open doors. If the creature has
specified by the effect that imposed the condition. If multiple Contortionism proficiency, it gains a +4 bonus on either throw.
effects impose the same condition on a creature, each instance If the creature is grabbed or restrained by a large or imposing
of the condition has its own duration, but the condition’s effects creature, it may suffer a penalty on this throw. In either case, if
don’t get worse unless otherwise noted. The following rules the throw succeeds, the creature has escaped.
help explain the conditions that apply to a creature while it is
subjected to some common special attacks. For ease of reference, When attempting to escape from being restrained, a creature may
these details are usually repeated in the monster listing as well. in some cases have the option to slip free or break free, as above.
These rules are official updates and can be retroactively applied Sometimes the creature may also or instead have the option to
to monsters in earlier ACKS products. cut free by, e.g., slashing off the tentacle which is restraining it.

62 New Monster Types

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Barbarian Conquerors of Kanahu

Monsters

New Monster Types 63

jeff beaumont (Order #31282357)


To cut itself free, a creature must successfully deal a particular A blow from an aboleth’s tentacle can cause a terrible affliction.
amount of damage (noted in the monster’s description) to the Any creature hit must succeed on a saving throw vs. Polymorph
creature or appendage that has restrained it. or begin to transform over the next 1d4+1 minutes, its skin
gradually becoming a clear, slimy membrane. Once transformed,
Swallowing Whole the creature must remain moistened with cool, fresh water
If the optional Critical Hit rules are in effect, then a monster or take 1d12 points of damage every turn (10 minutes). The
capable of swallowing a target whole that deals a critical hit transformation also reduces the creature’s armor class by 1
may choose to swallow its target rather than roll on the Critical (but never to less than 0). A cure disease spell, if cast before
Effects table. the transformation is complete, will restore an afflicted creature
to normal. After the transformation is complete, however, only
restore life and limb or ritual magic may cure the affliction.
MONSTER LISTINGS
While underwater, an aboleth is constantly surrounded by a
ABOLETH viscous cloud of mucus roughly 1’ thick. Any creature coming
Aboleth Skum into contact with and inhaling this substance must succeed on
% in Lair: 80% 25% a saving throw vs. Polymorph or lose the ability to breathe air
Dungeon Enc: Solitary (1)/Lair (1) Brood (1d6)/Warband
(3d6 Broods)
for the next 3 hours. An affected creatures suffocates in 2d6
Wilderness Enc: Solitary (1)/Lair (1) Brood (1d6)/Warband minutes if removed from the water during that time. Renewed
(3d6 Broods) contact with the mucus cloud and failing another saving throw
Alignment: Chaotic Chaotic continues the effect for another 3 hours. The effect may be
Movement: 30’ (10’) 60’ (20’) removed by cure disease.
Swim: 180’ (60’) 120’ (40’)
Armor Class: 6 3 If encountered in its lair, there is a 70% chance an aboleth will be
Hit Dice: 8+5**** 2+1 accompanied by 1d6 x 10 skum.
Attacks: 4 Tentacles Bite, 2 Claws
Damage: 1d6/1d6/1d6/1d6 1d6/1d4/1d4 Skum: Most aboleths breed skum—revolting fish-amphibian-
Save: F8 F2 men hybrids—to serve as their hands, ears, and eyes outside
Morale: +2 +2
Treasure Type: Q, N None
their watery lair. These creatures possess a slimy skin, and may
XP: 2,600 35 breath indefinitely both under and outside of water. While
The aboleths are old, unfathomable creatures, the product of rarely armed with weapons, they possess a powerful bite, as well
eons past. They were old when the serpentmen were young; as sharp claws. Skum lack much organization or willpower of
they might have been old even when this world was formed their own, and care little for treasures. Their presence usually
from a stellar nebula. Where they came from remains a signifies the existence of an aboleth lair in the vicinity.
mystery, as the aboleths themselves are tight-lipped about their
ultimate origin. But as each of them is old, their knowledge is ALLIP
enormous. They spend entire ages in their underwater lairs, % in Lair: 50%
Dungeon Enc: Solitary (1)/Lair (1)
brooding and plotting with endless patience. A single aboleth,
Wilderness Enc: Solitary (1)/Lair (1)
intelligent beyond the human ability to understand, is often Alignment: Chaotic
the mastermind of a massive conspiracy, spun across centuries Movement: -
towards an end known only to its alien mind. Fly: 120’ (30’)
Armor Class: 5
Physically, an aboleth a revolting green, pink-bellied, fish-like Hit Dice: 4****
amphibian found primarily in subterranean lakes and rivers or Attacks: 1 (touch)
abyssal ocean depths. Four pulsating blue-black orifices line the Damage: 1d4 + WIS drain
Save: F4
bottom of its body, and secrete gray slime smelling like rancid
Morale: +4
grease. Four long tentacles, used for grabbing, whipping, and Treasure Type: F
manipulating objects, erupt from its hideous torso. It uses its XP: 300
tail for propulsion in the water and drags itself along with its Sometimes, when a mortal commits suicide out of immense
tentacles on land. The average aboleth weighs about 6,500 desperation and utter madness, his spirit lingers on. Such
pounds, though some are vastly more corpulent. a spirit is known as an allip, and it becomes a bane upon the
In combat an aboleth will utilize its alien mind, as well as its living, blaming all it encounters for the torments it endured in
watery lair, to its advantage. Aboleth have the ability to use life that pushed it over the brink.
each of the following spell-like abilities at will: ESP, hypnotic An allip appears as a distorted variant of its mortal form, swirling
pattern, phantasmal force, hallucinatory terrain. Three times like mist in the air. An allip constantly mutters and whines to
a day, an aboleth can enslave a living creature within 30’. The itself, creating a hypnotic effect. All sane creatures within 60’ of
creature must succeed on a saving throw vs. Spells or become the the allip must succeed on a saving throw vs. Spells or be affected
aboleth’s mental thrall. An enslaved creature obeys the aboleth’s as though by a hypnotic pattern spell for 2d4 rounds. Creatures
telepathic commands until freed by remove curse; if not freed, that successfully save cannot be affected by the same allip’s
it can attempt a new saving throw vs. Spells each day to break babble for 24 hours.
itself free. The thrall immediately breaks free if the aboleth dies
or travels more than 1 mile from its thrall.

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Barbarian Conquerors of Kanahu

Any creature targeting an allip with ESP, telepathy, or other succeeds, the creature has escaped. Remember that restrained
abilities or spells that make direct contact with its tortured mind creatures cannot use shields and can be attacked with a +2
immediately loses 1d4 points of WIS. Worse, the allip’s touch bonus, or can be ambushed or backstabbed for a +4 bonus. See
itself carries the taint of madness - when an allip successfully the condition rules on p. 62 for more details.
hits an opponent, the victim suffers 1d4 points of damage and
loses 1 point of WIS. ARANEA
% in Lair: 70%
Should a victim be drained to WIS 2, it lapses into absolute Dungeon Enc: Solitary (1)/Colony (2d6)
madness, screaming and flailing at unseen visages. Should a Wilderness Enc: Solitary (1)/Colony (2d6)
victim be reduced to WIS 0, it dies in gibbering horror and a Alignment: Neutral
newborn allip emerges from the dead victim’s corpse. Otherwise, Movement: 150’ (50’)
lost WIS is recovered after 8 hours. Climb 75’ (25’)
Armor Class: 5
Like other undead, allips are immune to the effects of sleep, Hit Dice: 3+3****
charm, and hold spells. Allips are turned as mummies. An allip Attacks: 1 (bite)
Damage: 1d6, poison
is incorporeal, and can only be harmed by silver or magical Save: F3
weapons. Morale: -2
Treasure Type: L
XP: 205
ANOMALOCARID
% in Lair: None An aranea is an intelligent, shape-changing spider with sorcerous
Dungeon Enc: Solitary (1)/Swarm (1d4) powers. It is not necessarily an evil creature, though its spidery
Wilderness Enc: Solitary (1)/Swarm (4 nature, combined with its longevity, lends itself to plotting.

Monsters
Alignment: Neutral
Movement: In its natural form, an aranea resembles a giant spider, with
Swim 180’ (60’) a humpbacked body a little bigger than a human torso. It has
Armor Class: 5 fanged mandibles like a normal spider. Two small arms, each
Hit Dice: 3+2*
Attacks: 3 (maw, 2 appendages) about 2’ long, lie below the mandibles. Each arm has a hand
Damage: 2d4/1d3/1d3 with four many-jointed fingers and a double-jointed thumb.
Save: F2 The hump on its back houses its well-developed brain. An
Morale: +1 aranea weighs about 150 pounds.
Treasure Type: None
XP: 350 An aranea may assume two other forms. The first form is a
Mind-numbingly ancient, the anomalocarid predates even the unique human-sized humanoid; an Aranea in its humanoid
primordial aboleth. Resembling a cross between a squid and form always assumes the same appearance and traits. In its
a particularly weird insect, it was once the apex predator of humanoid form, an aranea cannot use its bite attack, webs, or
antediluvian seas. Though in most worlds it has been extinct poison, but may cast spells, wear armor, and use any weapon
for aeons, in Kanahu, this arthropod persists, successfully useable by a human being. The second form is a man-sized
competing against more sophisticated creatures such as fish and spider-humanoid hybrid. In hybrid form, an aranea resembles
mollusks. its normal humanoid form at first glance, but any character who
succeeds on a proficiency throw to detect secret doors will notice
The monstrosity, 7’ in length, is a flat, segmented creature,
the creature’s fangs and spinnerets. The hybrid form aranea
almost conical in shape, with propulsive fins along the length
retains its bite attack and webs, but may also wield weapons and
of its chitinous body. A pair of primitive eyes extrude from the
wear armor. When in hybrid form, an aranea’s speed is 90’ (30’).
front of its torso. Below the eyes, two great grasping appendages,
An aranea remains in one form until it chooses to assume a new
resembling barbed and segmented trunks, protrude over a
one. A change in form cannot be dispelled, nor does an aranea
round and toothy maw.
revert to its natural form when killed.
The anomalocarid attacks its prey with its two barbed appendages
An aranea avoids physical combat, using its webs and spells
and its maw. On a successful attack throw with an appendage,
when it can. In a battle, it tries to immobilize or distract the most
an anomalocarid restrains the creature it hit unless the creature
aggressive opponents first. Araneas often subdue opponents and
makes a successful saving throw vs. Paralysis. The anomalocarid
hold them for ransom rather than poisoning or killing them;
can automatically constrict a restrained creature on its initiative
alternatively, the creature may offer its captured victim “an offer
each round, dealing 1 point of damage without having to
it cannot refuse” related to some ongoing plot.
make an attack throw. Doing so counts as the anomalocarid’s
attack with the appendage it has used to restrain the creature. Any opponent bitten by an aranea must succeed on a saving
The restrained creature cannot move until it escapes, and the throw vs. Poison or die in one turn (10 minutes). Aranea may
anomalocarid gains a +2 bonus on attack throws against the cast arcane spells as 3rd level mages, preferring illusions and
restrained creature with its maw or other appendage. The enchantments and avoiding direct damage spells. In spider or
restrained creature may attempt to escape as an action in lieu of hybrid form, an aranea may also throw a web up to six times per
attacking. It may attempt to slip free with a saving throw versus day (as the web spell).
Paralysis or it may attempt to break free with a proficiency throw
to open doors. If the creature has Contortionism proficiency, it
gains a +4 bonus on either throw. In either case, if the throw

Monster Listings 65

jeff beaumont (Order #31282357)


BUGMAN CHOKER
% in Lair: 25% % in Lair: 40%
Dungeon Enc: Band (1d6)/Colony (1 Swarm) Dungeon Enc: Solitary (1)/Lair (1)
Wilderness Enc: Swarm (1d8 Bands)/Nest (1d8 Swarms) Wilderness Enc: Solitary (1)/Lair (1)
Alignment: Neutral Alignment: Chaotic
Movement: 120’ (40’) Movement: 60’ (20’)
Armor Class: 1 Climb 30’ (10’)
Hit Dice: 1+1* Armor Class: 7
Attacks: 1 (weapon) Hit Dice: 3+3***
Damage: 1d6 or weapon Attacks: 2 (tentacles)
Save: BM1 Damage: 1d8/1d8
Morale: 0 Save: F3
Treasure Type: D, double Trinkets (per Swarm) Morale: +0
XP: 21 Treasure Type: B
These upright insectoids seem to have evolved from or be XP: 170
related to common household and sewage cockroaches. They Dark sorcery has transformed this man-sized creature into a
are resilient, shady, anarchic, and opportunistic to the extreme. hunched and hideous horror. A choker’s rubbery skin drips with
Bugmen thrive wherever there is an opportunity for commerce, dark muck, its eyes burn a sickening yellowish-white, and its
subterfuge, and infiltration. They excel in the criminal unnaturally elongated arms display long stingers festooned with
underworld, using their opportunistic nature and keen senses spikes, hooks, and suckers. Predators by breeding and killers by
to strike shady deals with other sentient beings. They live in the instinct, chokers lurk on the ceilings by intersections, archways,
shadows of civilization, living on its refuse. wells, staircases, and other locations from which they can reach
down to seize prey. Once a choker has grabbed a victim, it will
Most bugmen encountered will be drudgers (males). Physically, swiftly retreat into the darkness to feast upon its victim’s flesh
a bugman dredger resembles a 4’ tall, upright, slender, humanoid away from prying eyes.
cockroach, walking on four legs and using two limbs for fine
manipulation. It has multi-faceted eyes and a mouth with two A choker will attack creatures of almost any size, but prefers lone
mandibulae and two maxillae, as well as two foot-long antennae prey of its size or larger. If very hungry, a choker may attack
projecting from its head. Dredgers range from yellowish-brown a group of creatures, but it will wait to grab the last creature
through dark brown to black in color; their eyes are shiny in line. On a successful attack throw with a tentacle, a choker
black. They rarely wear clothes, except for in the colder days automatically grabs the creature it hit. Thereafter the choker
of the Kanahu winter, when they cover their bodies with thick can automatically choke the grabbed creature on its initiative
cloaks and hoods, but enjoy adorning themselves with jewelry, each round, dealing 1d8 points of damage without having to
which at times appears to be composed of scavenged refuse. make an attack throw. Doing so counts as the choker’s attack
Dredgers typically arm themselves with daggers, short-swords with the tentacle it has used to grab the creature. The grabbed
and shortbows for self-defense, though they prefer subterfuge creature cannot attack, cast spells, move, or take any other
over confrontational warfare. Bugmen can see in the dark up action except to attempt to escape. When attempting to escape
to a distance of 30’ and are immune to all forms of poison and from being grabbed, a creature has to two options. First, it may
disease, including those of magical origin. attempt to slip free with a saving throw versus Paralysis. Second,
it may attempt to break free with a proficiency throw to open
Each swarm of bugmen will be led by a female of their species doors. If the creature has Contortionism proficiency, it gains a
– a bugman ovate of level 1d6+1 capable of flight at a rate of +4 bonus on either throw. In either case, if the throw succeeds,
90’ as well as spellcasting (see p. 23). This leader may possess the creature has escaped. Remember that grabbed creatures
magic items in addition to those held in the swarm’s treasure cannot use shields and can be attacked with a +2 bonus, or can
horde; for each category of magic item, except for miscellaneous be ambushed or backstabbed for a +4 bonus. See the condition
magic, there is a 5% chance per level of the ovate that the ovate rules on p. 62 for more details.
will possess one randomly chosen item from that category; for
miscellaneous magic, there is a flat 50% chance that she will Although not particularly dexterous, a choker is supernaturally
possess 1d3 items. In the presence of an ovate, bugmen enjoy a quick. On its initiative, a choker can move, attack with each
morale score of +2 rather than 0. tentacle and move again; or it can move once and then attack
(or choke) twice with each tentacle. Due to the creature’s dim
Bugman nests will be ruled by a nest mother (bugman ovate coloration, characters encountering a choker suffer a -2 penalty
of 9th level). The nest mother will be accompanied by a harem to their surprise rolls.
of 2d6 bugman dredgers, each of level 1d6+1 (see p. 26). There
is a 50% chance that a bugman dredger of level 6+1d2 will be
in service of the nest mother as her personal attendant. Each
of these bugman NPCs may possess magic items as described
above. There is a 70% chance a bugman nest will be guarded
by 2d6 balroaches controlled by the nest mother. There is an 8%
chance that the nest mother will have laid eggs recently. If so,
the bugman nest will have 3d6x10 eggs. If eggs are present, the
nest mother and her dredger harem and attendants will fight to
the death.

66 Monster Listings

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

CHUUL COATL
% in Lair: 70% % in Lair: 70%
Dungeon Enc: Solitary (1)/Lair (1d6) Dungeon Enc: Solitary (1)/Flight (2d3)
Wilderness Enc: Pack (1d2)/Lair (1d6) Wilderness Enc: Flock (1d2)/Flight (2d3)
Alignment: Chaotic Alignment: Lawful
Movement: 90’ (30’) Movement: 60’ (20’)
Swim 60’ (20’) Fly 180’ (60’)
Armor Class: 9 Armor Class: 8
Hit Dice: 11+4*** Hit Dice: 9+2*********
Attacks: 2 (claws) Attacks: 1 (bite)
Damage: 2d6/2d6 Damage: 1d10 + poison, constriction
Save: F11 Save: F9
Morale: +1 Morale: +4
Treasure Type: P x3 Treasure Type: R (per coatl)
XP: 3,400 XP: 6,100
Concocted in some eldritch laboratory of the ancient The mighty coatl is a servant and emissary of Ixchala, the
serpentmen as a living engine of war, the chuul is a horrible mix Lawful goddess of lizardmen. The feathered serpent – actually
of crustacean, insect, and serpent about 8’ long and weighing a feathered and winged cross between a serpent and a monitor
650 pounds. lizard – is 12’ long with a wingspan of 15’. It vibrates in a rainbow
of brilliant colors as it flies through the clouds. Highly intelligent
Although amphibious, chuuls are not good swimmers and
and imbued with virtue, the coatl seeks to protect the innocent,
actually prefer to be on land or in very shallow water when they
promote the cause of Law, and punish the followers of Chaos.
attack. If possible, a chuul will wait just off the shore, submerged
For Lawful lizardmen, the coatl is a harbinger of good luck and

Monsters
in murky water, until it hears nearby prey (in or out of the water)
hope. For the serpentmen of old, however, the coatl was the
that it can attack with surprise. Characters encountering chuuls
harbinger of their destruction by Ixchala’s righteous wrath.
that are hidden in water suffer a -2 penalty to their surprise rolls.
Coatls are imbued by Ixchala with potent mental and magical
On a successful attack throw with a claw, a chuul automatically
powers. They may telepathically communicate with any sapient
restrains the creature it hit. Thereafter the chuul can
creature regardless of language barriers. At will, a coatl may use
automatically crush its restrained victim with its claw, dealing
the following spell-like abilities: detect evil, detect good, ESP,
3d6 points of damage without having to make an attack throw.
invisibility, dimension door. A coatl may also polymorph at
Doing so counts as the chuul’s attack with the claw it has used to
will into the form of any lizardman-sized humanoid. Finally, a
restrain the creature.
coatl may cast divine spells as a 9th level cleric. A coatl will uses
If a chuul wishes to free a claw for further attacks, it can its ESP ability on any creature that arouses its suspicions. Since
transfer the creature restrained in that claw to its tentacles as an it is highly intelligent, a coatl usually casts spells from a distance
action in lieu of moving. A chuul’s tentacles exude a paralytic before closing. If more than one coatl is encountered, they will
secretion, and the creature transferred to the chuul’s tentacles discuss their strategy before a battle.
must succeed on a saving throw vs. Paralysis immediately, and
Any creature bitten by a coatl must make a saving throw vs.
each round thereafter on the chuul’s initiative, or be paralyzed
Poison or die in 1d6 rounds from its potent venom. Furthermore,
for 6 rounds. While held in the tentacles, paralyzed or not, the
after a successful bite attack, the coatl may immediately grab the
creature remains restrained and it automatically takes 1d10
creature it has bitten and constrict it for an additional 4d8 points
points of additional damage each round on the chuul’s initiative
of damage. Thereafter the coatl can automatically constrict the
from its mandibles.
grabbed creature on its initiative each round, dealing 4d8 points
The restrained creature cannot move until it escapes from the of damage without having to make an attack throw. The coatl
chuul’s claws or tentacles. The restrained creature may attempt may also continue to bite the creature it has grabbed with a +2
to escape as an action in lieu of attacking. It may attempt to bonus, or bite other opponents, but in no case can it grab more
slip free with a saving throw versus Paralysis or it may attempt than one creature at a time.
to break free with a proficiency throw to open doors. If the
The grabbed creature cannot attack, cast spells, move, or take any
creature has Contortionism proficiency, it gains a +4 bonus on
other action except to attempt to escape. When attempting to
either throw. In either case, if the throw succeeds, the creature
escape from being grabbed, a creature has to two options. First,
has escaped. A paralyzed creature cannot escape. Remember
it may attempt to slip free with a saving throw versus Paralysis.
that restrained creatures cannot use shields and can be attacked
Second, it may attempt to break free with a proficiency throw
with a +2 bonus, or can be ambushed or backstabbed for a +4
to open doors. If the creature has Contortionism proficiency,
bonus. See the condition rules on p. 62 for more details.
it gains a +4 bonus on either throw. In either case, if the throw
Chuuls may live indefinitely on land and under water and are succeeds, the creature has escaped. Remember that grabbed
immune to both poison and disease. creatures cannot use shields and can be attacked with a +2
bonus, or can be ambushed or backstabbed for a +4 bonus. See
the condition rules on p. 62 for more details.

Monster Listings 67

jeff beaumont (Order #31282357)


COCKROACH, GIANT CRAYMAN
Cockroach, Giant Balroach % in Lair: 35%
% in Lair: 30% 50% Dungeon Enc: Gang (1d6)/Lair (1 Warband)
Dungeon Enc: Scourge (1d8)/ Solitary (1)/Lair (1d4) Wilderness Enc: Warband (1d6 Gangs)/Village (1d4 Warbands)
Nest (4d6) Alignment: Chaotic
Wilderness Enc: Swarm (4d6)/ Solitary (1)/Lair (1d4) Movement: 90’ (30’)
Nest (4d6) Swim 120’ (40’)
Alignment: Neutral Neutral Armor Class: 4
Movement: 150’ (50’) 120’ (40’) Hit Dice: 1+1
Climb 60’ (20’) 60’ (20’) Attacks: 2 (pincers)
Armor Class: 3 8 Damage: 1d6/1d6
Hit Dice: 1 5* Save: F1
Attacks: 1 (bite) 1 (bite) Morale: +0
Damage: 1d4 2d8 Treasure Type: D (per warband)
Save: F1 (special) F3 XP: 15
Morale: -2 +2 Craymen are hideous humanoid crayfish, standing 5’6’’ upright
Treasure Type: C K and sporting sharp pincers instead of hands. They have a
XP: 10 350
yellowish-brown chitin exoskeleton, and two red eyes on top
A giant cockroach is a huge and particularly disgusting version
of long eyestalks emanate from their hammer-shaped heads.
of the common cockroach, reaching up to 2’ in length (not
Craymen have a rudimentary intelligence and a primitive
including its foot-long antennae), and weighting about 40
social structure, communicating with each other using series of
pounds. The geckomen of Queddar consider these insects to be
inhuman clicks.
a delicacy and raise herds of them in fenced-off cave warrens,
fattening them on refuse to be roasted over the campfire. Their Completely amphibious, craymen may live indefinitely on land
fatty flesh has a delicate, nutty flavor and the consistency of or underwater. They may see in the dark or underwater up to
shellfish. 60’. Craymen eat all kinds of aquatic life, such as crabs, fish,
crayfish, squid, and algae, but above all they crave the taste of
Giant cockroaches are cowardly scavengers that feed on trash
landlubber flesh. Craymen will sacrifice and devour any such
and other smelly substances found in sewers, but they will
captives in the name of their dread lord Rahab.
fight to defend their nests and territories, and may stage an
opportunistic attack on weak adventurers. A giant cockroach Each crayman gang will be led by a champion with AC 5, 2 HD,
saves as a 1st level fighter against most attacks, but it saves as 9 hit points, and a +1 bonus to damage rolls from strength. Each
a 10th level fighter against poison, and is immune to most crayman warband will be led by a shaman with AC 5, 3 HD,
disease-based attacks. 13 hit points, a +1 bonus to damage rolls, and the spellcasting
abilities of a cultist of level 1d6. A crayman lair or village will be
Balroach: The dreaded balroach is a horribly nauseating
led by a great shaman with AC 6, 5 HD, 21 hit points, a +2 bonus
cockroach larger than a horse. While it is an omnivore and
to damage rolls, and the spellcasting abilities of a cultist of level
scavenger rather than a predator, a balroach will fiercely defend
1d6+2. Crayman lairs and villages have larvae and eggs equal to
its lair, and may see weak adventurers or smaller creatures as
150% and 300% of the number of craymen, respectively. Larvae
food. Its horrid appearance and unsightly behavior make it
fight as goblins, while eggs do not fight.
a menace whenever it emerges from its sewery warrens. A
balroach is immune to all poisons and diseases. Besides its
powerful mandibulae, its disgusting appearance and horrible DARKMANTLE
% in Lair: 80%
smell offer it protection. Any adventurer who comes within sight Dungeon Enc: Solitary (1)/Lair (1 Clutch)
of a balroach must make a successful saving throw vs. Poison or Wilderness Enc: Clutch (1d6+1)/Lair (1d3 Clutches)
suffer from a severe nausea, causing a -4 penalty on all attack, Alignment: Neutral
saving, and proficiency throws until the creature is slain or no Movement: 60’ (20’)
longer in sight. Bugmen are immune to this nauseating effect. Fly 90’ (30’)
Armor Class: 7
Hit Dice: 1+1***
Attacks: 1 (slam)
Damage: 1d6 + constrict
Save: F1
Morale: +0
Treasure Type: F
XP: 33
The darkmantle, or cave octopus, is a 4’ long air-breathing
cephalopod that hunts from ambush. It has a muscular “foot”
on its top, which allows it to adhere to ceilings. Once positioned
in a suitable spot, the darkmantle folds itself up to resemble a
stalactite, changing its color to suit the surrounding stone. When
prey passes below, it drops on it, trying to constrict and devour
the walking meal. Because of these hunting tactics, characters
encountering a darkmantle suffer a -2 penalty to surprise rolls.

68 Monster Listings

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

In addition to its natural camouflage, a darkmantle has several are typically captured and sacrificed to their dread god Rahab.
other unique abilities that make it an effective ambush predator Deep one hybrids usually wear unkempt leather armor and fight
in a subterranean environment. After a successful slam using spears, tridents, hand axes, and daggers.
attack, the darkmantle may immediately grab the creature it
Each hybrid gang is led by a ringleader with AC 4, 1 HD, and
has slammed and constrict it for an additional 1d6 points of
6 hit points. Each warband is led by a war-chief with AC5, 1+1
damage. Thereafter the darkmantle can automatically constrict
HD, 9 hit points, and +1 to attack throws and damage rolls due
the grabbed creature on its initiative each round, dealing 1d6
to greater strength. A deep one hybrid lair or village will be
points of damage without having to make an attack throw.
led by a headman with AC 6, 3 HD, 15 hit points, and +2 to
Doing so counts as the darkmantle’s slam attack.
attack throws and damage from strength. As long as he is alive,
The grabbed creature cannot attack, cast spells, move, or take any his cohorts will gain a +2 bonus to morale. Deep one hybrid
other action except to attempt to escape. When attempting to lairs and villages will have young equal to 150% of the number
escape from being grabbed, a creature has to two options. First, of adults hybrids. Young do not fight, and indeed seem like
it may attempt to slip free with a saving throw versus Paralysis. innocent children, but they will inevitably grow up to become
Second, it may attempt to break free with a proficiency throw chaotic deep ones!
to open doors. If the creature has Contortionism proficiency,
When deep one hybrids are encountered in a village, certain
it gains a +4 bonus on either throw. In either case, if the throw
additional creatures may be present. There is a 90% chance a
succeeds, the creature has escaped. Remember that grabbed
minor priest of Dagon will be present, with AC 5, 3 HD, 15 hit
creatures cannot use shields and can be attacked with a +2
points, and spellcasting abilities as a 3rd level cultist. There is a
bonus, or can be ambushed or backstabbed for a +4 bonus. See
50% chance that 1d6 full deep ones will lurk in or near the village,
the condition rules on p. 62 for more details.
either recently transformed hybrids or visiting emissaries from

Monsters
Once per day, a darkmantle may cast darkness as a 5th level the deep.
mage. A darkmantle uses high-frequency sound to locate its
Deep One: A full deep one is a monstrosity combining the
prey, and may “see” in pitch darkness up to 90’. However, a
features of a man, a frog, and a fish. It may breathe freely both
silence spell blocks its echolocation and effectively blinds the
under and above water, has infravision (60’), and is immune to
creature.
disease and aging. Deep ones have thick scales protecting their
bodies, and attack with their claws and teeth.
DEEP ONE
Deep One Hybrid Deep One Each deep one gang is led by a champion with AC 8, 4 HD, 20
% in Lair: 30% 30% hit points, and +1 bonus to both attack throws and damage rolls
Dungeon Enc: Gang (2d4)/ Gang (1d6)/ from strength. Each warband is led by a war-chief with AC 8,
Lair (1 Warband) Lair (1 Warband)
Wilderness Enc: Warband (2d6 Warband (2d6 Gangs)/
6 HD, 30 hit points, and +2 to attack throws and damage rolls
Gangs)/Village Village (1d6 Warbands) from strength. A deep one lair or village will be led by a prince
(1d6 Warbands) with AC 9, 8 HD, 40 hit points, and +2 to damage to to-hit from
Alignment: Chaotic Chaotic Strength; as long as he is alive, his cohorts will gain a +1 bonus
Movement: 90’ (30’) 90’ (30’) to morale. In addition, there will be a priest of Dagon in each
Swim 120’ (40’) 120’ (40’)
Armor Class: 3 6
deep one village, with AC 8, 7 HD, 35 hit points, and spellcasting
Hit Dice: 1d6 hit points 2+1 abilities as a 7th level cultist.
Attacks: 1 (weapon) 3 (bite, 2 claws)
Damage: 1d3 or weapon 1d6/1d4/1d4 DESTRACHAN
Save: Level 0 man F2 % in Lair: 25%
Morale: +1 +2 Dungeon Enc: Solitary (1)/Lair (1d6)
Treasure Type: E (per Warband) G (per Warband) Wilderness Enc: Pack (1d6)/Lair (1d6)
XP: 5 35 Alignment: Chaotic
The deep ones are a race of aquatic monstrosities, part fish, Movement: 90’ (30’)
part frog, and part man, who have inhabited the oceans around Armor Class: 8
Kanahu for aeons. They battled the serpentmen for dominance; Hit Dice: 8+3***
Attacks: 2 (claws)
vied for control with the mysterious Visitors; and were the
Damage: 1d6/1d6
targets of numerous holy wars by the lizardmen followers of Save: F8 (special)
Lawful Ixchala. And yet they remain, dwelling under the waves Morale: -1
in their magnificent and terrible reef cities, paying tribute to Treasure Type: P
their father-god, Dagon, as well as to their over-god, Rahab. XP: 2,100
The destrachan is clearly the product of some sorcerer’s vile
Hybrids: A deep one hybrid is a 0 level human tainted with laboratory. The magician took a now-unrecognizable dinosaur
deep one blood; in addition to its abilities noted above, it may and imbued it with unnatural auditory powers and a malign
hold its breath for up to 1 turn (10 minutes), and sometimes intelligence far beyond that of the original beast. Unlike most
uses this ability to ambush unsuspecting prey who wander dinosaurs, a destrachan has external ears, similar to those of a
near murky water. Without close inspection, however, deep cat, which provide it with perfect hearing keener than a human’s
one hybrids may pass for normal, if ugly, humans, and they sight.
may use this fact to lure unsuspecting victims to their seaside
villages, and even to stay at their inns. Such hapless outsiders

Monster Listings 69

jeff beaumont (Order #31282357)


A destrachan uses echolocation to find its way unerringly in DINOSAUR, ALAMOSAURUS
the dark, as if it possessed perfect eyesight. Lacking real eyes, % in Lair: None
however, this beast is immune from gaze attacks or any other Dungeon Enc: None
Wilderness Enc: Single (1)/Herd (3d6)
effects based on eyesight and furthermore saves against sonic or Alignment: Neutral
other auditory attacks as a 12th level fighter. However, a silence Movement: 60’ (20’)
spell blocks its echolocation and effectively blinds the creature. Armor Class: 5
Hit Dice: 8+1
Its large, toothed mouth can emit screams capable of breaking Attacks: 1 (trample)
stones – or the bones of a hapless victim. The creature may Damage: 4d8
blast sonic energy in a cone up to 80’ long and wide, or in a Save: F4
burst affecting all creatures or objects within a 30’ radius of the Morale: -2
Treasure Type: None
destrachan. The sonic blast can disrupt soft tissue and rend XP: 600
bone, dealing 4d6 points of damage to all living beings within The alamosaurus is an enormous sauropod herbivore, ranging
the affected area. Alternatively, the destrachan can focus its up to 80’ in length, with a shoulder height of 20’, and a weight
harmonics on knocking out foes rather than slaying them; of approximately 30 tons. When in a herd, virtually no predator
this attack deals 6d6 points of nonlethal damage to all within will dare hunt this giant creature. Even tyrannosaurs will hesitate
the area. In either case, a successful saving throw vs. Paralysis to attack an alamosaur, unless the creature is weakened with age
reduces damage by half. or injury, or a youngster separated from its herd. With little to
The destrachan uses its claws only as a last resort or to finish off fear from predators, an alamosaur is rarely aggressive unless
foes weakened by its sonic attacks. It will attack from ambush if cornered or defending its young. When it does attack, however,
possible. it uses its sheer weight to trample any smaller aggressor; against
human-sized or smaller creatures, it gains +4 to attack throws.
DIGESTER While some tribes and city-states tame alamosaurs to serve
% in Lair: 15% as giant beasts of burden, their slow pace and non-aggressive
Dungeon Enc: Solitary (1)/Lair (2d3) nature make them ill-suited to use as war-beasts.
Wilderness Enc: Pack (2d3)/Lair (2d3)
Alignment: Neutral
Movement: 180’ (60’) DINOSAUR, ANKYLOSAURUS
Armor Class: 7 % in Lair: None
Hit Dice: 8+3** Dungeon Enc: None
Attacks: 1 (claw) Wilderness Enc: Herd (1d20)
Damage: 1d8 Alignment: Neutral
Save: F4 Movement: 60’ (20’)
Normal Load 7 Armor Class: 9
Treasure Type: P Hit Dice: 8
XP: 1,600 Attacks: 1 (tail club)
Damage: 4d4
The digester, created from dinosaur stock by foul magics, is a Save: F4
monstrous creature with a powerful acid-spraying orifice where Morale: +2
a head normally would be. It stands about 5’ tall at the shoulder, Treasure Type: None
stretches 7’ long from snout to tail, and weighs about 350 lbs. XP: 600
A digester is an ambush predator, and characters encountering Armored with bony plates and armed with a massive club of a
one suffer a -2 penalty to surprise rolls. tail capable of crushing most predators, the ankylosaurus has
the abilities, as well as the necessary temper, to defend itself
When a digester is not hungry (which is rarely), it lies low from any perceived threat. This herbivorous dinosaur is quick to
and avoids other creatures. When hunting, it looks about for anger, highly territorial, and views most other creatures of man-
a likely victim, then charges forth and sprays acid. A digester size or larger as potential predators – which is to say, targets-to-
may choose to spray a 20’ cone of acid that deals 4d8 points be for its crushing tail. With a length of 30’ and with a weight of
of damage to everything in the area of effect or a concentrated 6 tons, an ankylosaur is a difficult, but rewarding, challenge for
stream of acid that deals 8d8 points of damage to a single target hunters, whose meat may feed an entire tribe of barbarians for
within 5’. In either case, a successful saving throw vs. Blast several days.
reduce the damage by half. Once a digester sprays acid, it may
not do so again for 1d4 rounds. If the initial attack is insufficient
to kill its prey, the digester will attack with its hind feet until it
can spray acid again.

70 Monster Listings

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

DINOSAUR, CARNOTAURUS DINOSAUR, EDMONTOSAURUS


% in Lair: None % in Lair: None
Dungeon Enc: None Dungeon Enc: None
Wilderness Enc: Solitary (1) Wilderness Enc: Pack (2d6)/Den (3d6)
Alignment: Neutral Alignment: Neutral
Movement: 150’ (50’) Movement: 180’ (60’)
Armor Class: 6 Armor Class: 3
Hit Dice: 7+1 Hit Dice: 4
Attacks: 1 (bite) Attacks: 1 (trample)
Damage: 2d10 Damage: 1d8
Save: F4 Save: F2
Morale: +0 Morale: -1 or +1
Treasure Type: None Treasure Type: None
XP: 500 XP: 80
The carnotaurus is a large, but lightly built, predatory theropod, A common mount and draft animal in civilized and barbaric
specialized in ambushing its prey. With teeth like swords and a lands alike, the edmontosaurus is a bulky quadruped dinosaur
bite-force eclipsing that of a large crocodile, a carnotaur hunts weighing up to 8,000 pounds, with a long, laterally flattened tail
dinosaurs larger than itself, tearing their flesh in bestial ferocity. and a head with an expanded, duck-like beak. Edmontosaurs
While lacking the bulk of larger predatory theropods, the are quite docile and readily tamed, and have been bred as fast,
carnotaurus is capable of attaining impressive speed, attacking strong and easy to handle beasts of burden since the time of
prey from oblique angles and at great speed. As an ambush ancient Tollan. They may also be trained for war, gaining a +2
predator, it imposes a -2 penalty on surprise rolls by creatures bonus to morale; in this case they may attack with a charge,
encountering it. While untamable, this dinosaur is a popular foe allowing their riders to do double damage with a lance.

Monsters
for gladiators to fight in the arenas of Kanahu.
DINOSAUR, GIGANOTOSAURUS
DINOSAUR, DEINONYCHUS % in Lair: None
% in Lair: 10% Dungeon Enc: None
Dungeon Enc: Pack (2d6)/Nest (3d6) Wilderness Enc: Solitary (1) or Pair (2)
Wilderness Enc: Pack (2d6)/Nest (3d6) Alignment: Neutral
Alignment: Neutral Movement: 120’ (40’)
Movement: 210’ (70’) Armor Class: 7
Armor Class: 3 Hit Dice: 14*
Hit Dice: 2+1 Attacks: 1 (bite)
Attacks: 3 (bite/claw/claw) Damage: 3d8
Damage: 1d6/1d4/1d4 Save: F7
Save: F1 Morale: +3
Morale: +0 Treasure Type: M
Treasure Type: F XP: 2,700
XP: 35 The largest theropod on Kanahu, and the greatest land predator
Often confused with its much smaller relative the velociraptor, other than a dragon, the giganotosaurus dwarfs even its better-
the deinonychus is a carnivorous pack hunter known for known relative, the tyrannosaurus. It can reach 50’ in length and
its persistence, cunning, and brightly-colored plumage. a weight of 15 tons, and has a nightmarish maw with sword-sized
Deinonychi typically hunt and live in wilderness settings, but teeth. It shares the tyrannosaurus’ colorful plumage, especially
occasionally venture into caverns and dungeons to nest in their on its feathered crest and tail-tip. A male’s tail is a magnificent
protected interiors. They are social animals, communicating fan with brilliant colors used to attract females and intimidate
with each other with loud chirps and screeches, and are capable rivals. It is the ultimate apex predator, a threat to all dinosaurs
of being tamed; some humans in Kanahu and the neighboring and even to immature dragons. Brave hunters sometimes try to
lands keep deinonychi as pets and guard animals, though the go after a giganotosaurus to prove their prowess; few return.
smaller, more easily cowed velociraptors are more common
Giganotosaurs can swallow whole creatures of up to large
in that role. They feel confident in numbers, so in a group of
size on an unmodified attack throw of 20. A creature that is
3 or less, or if 50% or more of their original number have been
swallowed will suffer 1d8 points of damage per round until they
lost, their morale drops to -1. In a deinonychus nest there is a
die or suffocate, or until the dinosaur is killed. If the swallowed
25% chance of finding 1d4 eggs (worth 200gp each) and a 50%
creature has a sharp weapon, it may attack the dinosaur
chance of finding 1d4 young (worth 215gp each), which may be
from inside its belly with an attack penalty of -4. Should the
captured and tamed.
swallowed creature die and remain in the dinosaur’s belly for
6 turns, it is irrecoverably digested. Because of their propensity
to swallow creatures whole, any encounter with giganotosaurs
may yield treasure. The treasure (if any) is always found inside
the creature’s belly.

Monster Listings 71

jeff beaumont (Order #31282357)


DINOSAUR, TIMURLENGIA DINOSAUR, TRICERATOPS (VARIANT)
% in Lair: None % in Lair: None
Dungeon Enc: None Dungeon Enc: None
Wilderness Enc: Solitary (1) or Pair (2) Wilderness Enc: Herd (1d4)
Alignment: Neutral Alignment: Neutral
Movement: 240’ (80’) Movement: 90’ (30’)
Armor Class: 5 Armor Class: 7
Hit Dice: 5 Hit Dice: 8
Attacks: 1 (bite) Attacks: 1 (gore or trample)
Damage: 2d6 Damage: 2d8
Save: F2 Save: F4
Morale: +2 Morale: +1
Treasure Type: None Treasure Type: None
XP: 200 XP: 600
Fast and vicious, the timurlengia is a smaller, nimbler relative A massive herbivorous dinosaur weighing over 20,000 pounds,
of the mighty tyrannosaurus. Standing on two legs like all the triceratops defends itself with three massive horns on its head.
theropods, it can outrun most prey, and certainly most men. Preyed upon chiefly by tyrannosaurs, it has the temperament to
Unlike its huge relative, which has limited plumage apart from defend itself, and will attempt to gore any would-be predator
the crest and the tail-fan, the timurlengia displays brilliant with its horned face. Some tribes in Enyom, as well as the more
feathers all over its body. The male is more colorful than the experienced beast-tamers of Kanahu, domesticate these beasts
female. Timurlengia hunt alone, or in a mating pair. Their for war and work, though their natural aggression makes it a
ferocity allows them to tackle prey much larger than themselves. feat difficult to pull off.
While too small to swallow a man whole, the timurlengia has
(Note that this entry is a variant from the default triceratops
a maw quite sufficient to rip flesh apart. Few commoners will
presented in ACKS. Dinosaurs in BCK have been re-balanced
survive an encounter with a timurlengia, and even seasoned
for a setting where such creatures are more common than in the
warriors must exercise caution to avoid becoming this dinosaur’s
typical ACKS game.)
next meal.

DINOSAUR, TYRANNOSAURUS (VARIANT)


DINOSAUR, TITANOSAURUS % in Lair: None
% in Lair: None Dungeon Enc: None
Dungeon Enc: None Wilderness Enc: Solitary (1) or Pair (2)
Wilderness Enc: Single (1)/Herd (3d6) Alignment: Neutral
Alignment: Neutral Movement: 120’ (40’)
Movement: 60’ (20’) Armor Class: 6
Armor Class: 5 Hit Dice: 12+1*
Hit Dice: 12+3 Attacks: 1 (bite)
Attacks: 1 (trample) Damage: 3d8
Damage: 5d8 Save: F6
Save: F6 Morale: +2
Morale: -2 Size Gigantic
Treasure Type: None XP: 2,100
XP: 1,200
A theropod apex predator, the mighty tyrannosaurus, or tyrant
Weighing as much as one hundred tons, the titanosaurus is
lizard, is a 40’ long monstrosity weighing up to 14,000 pounds.
the greatest, longest, heaviest dinosaur ever to walk the plains
Its head alone is 5’ long, with a toothy maw to match. Its neck
and forests of Kanahu. A lone young titanosaur might make a
and tail are covered with extravagant feathers, especially on a
satisfying meal for a tyrannosaurus, but only a fully-developed
mature male, while its body is coated by a thin plumage.
dragon will dare to even consider taking on an adult titanosaur
walking in a herd. Like its cousin the alamosaurus, the An opportunistic predator, a tyrannosaur will eat any large
titanosaurus is rarely aggressive unless cornered or defending source of meat it can sink its teeth into, from carrion, to other
its young. When it does attack, however, it uses its sheer weight dinosaurs (including even an alamosaurus separated from its
to crush any smaller aggressor; against human-sized or smaller herd), to hapless men and lizardmen. This is the king of the
creatures, it gains +4 to attack throws. While some tribes and savannah and light forest, a force to reckon with for even the
city-states tame titanosaurs to serve as giant beasts of burden, mightiest hunter.
their slow pace and docile nature make them ill-suited to use
Tyrannosaurs are able to swallow whole creatures of up to
as war-beasts.
man size on an unmodified attack throw of 20. A creature
that is swallowed will suffer 1d6 points of damage per round
until it dies or suffocates or until the tyrannosaurus is killed. If
the swallowed creature has a sharp weapon, it may attack the
tyrannosaurus from inside its belly with an attack penalty of -4.
Should the swallowed creature die and remain in the dinosaur’s
belly for 6 turns, it is irrecoverably digested. Because of their
propensity to swallow creatures whole, any encounter with

72 Monster Listings

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

tyrannosaurs may yield treasure, whether wandering or in lair. Ettercaps are not brave creatures, though their cunning traps
The treasure (if any) is always found inside the creature’s belly. often ensure that the enemy never draws a weapon. It usually
will not come within melee reach of any foe that is still able
(Note that this entry is a variant from the default tyrannosaurus
to move. When an ettercap does engage its enemies, it attacks
presented in ACKS. Dinosaurs in BCK have been re-balanced
with its keen-edged claws and venomous bite. If the bite attack
for a setting where such creatures are more common than in the
successfully hits its target, the creature struck must succeed on
typical ACKS game.)
a saving throw vs. Poison or die instantly from the ettercap’s
venom.
DINOSAUR, VELOCIRAPTOR
% in Lair: 10% Eight times per day, an ettercap can throw a web at a creature
Dungeon Enc: Pack (4d6)/Nest (6d6) within 50’. Only a creature of man size or smaller can be affected
Wilderness Enc: Pack (4d6)/Nest (6d6) by an ettercap’s web, and a successful attack throw is required to
Alignment: Neutral
Movement: 240’ (80’)
hit the creature. If struck, the creature is immediately restrained.
Armor Class: 4 A restrained creature cannot move until it escapes or cuts itself
Hit Dice: 1d6 hp free from the ettercap’s web.
Attacks: 3 (bite/claw/claw)
Damage: 1d4/1d2/1d2 The restrained creature may attempt to escape as an action in
Save: As normal man lieu of attacking. It may attempt to slip free with a saving throw
Morale: +0 versus Paralysis or it may attempt to break free with a proficiency
Size Small throw to open doors. If the creature has Contortionism
XP: 5
proficiency, it gains a +4 bonus on either throw. In either case,
Sometimes confused with its larger relative, the deinonychus,
if the throw succeeds, the creature has escaped. To cut itself

Monsters
the velociraptor is a small, fast pack hunter specialized in
free, a creature must successfully hit the web (AC 5) and deal 3
bringing down much larger prey. Velociraptors are relatively
points of damage with a torch or other fire source, or 6 points of
easy to tame, being social and quite smart, and are often kept as
damage with an edged weapon. Severing a web deals no damage
pets and guard animals by men and lizardmen (as opposed to
to the ettercap itself. Remember that restrained creatures cannot
the geckoman habit of raising tame geckos, giant or otherwise).
use shields and can be attacked with a +2 bonus, or can be
Velociraptors are pack hunters, so when they are 3 or less in
ambushed or backstabbed for a +4 bonus. See the condition
number or after losing 50% or more of their pack, their morale
rules on p. 62 for more details.
drops by -2 and they often disperse. A velociraptor nest has a
25% chance of containing 2d8 eggs (worth 65gp each) as well as With one turn (10 minutes) to prepare, ettercaps can also create
a 50% chance of having 1d10 hatchlings (67gp each). sheets of sticky webbing from 5’ to 60’ feet square. They usually
position near their lair or hunting range to snare flying creatures
ETTERCAP but may also try to trap prey on the ground. Approaching
% in Lair: 50% creatures may detect a sheet of webbing as if it were a secret
Dungeon Enc: Solitary (1)/ Troupe (1d2) door or trap. If a creature stumble into an undetected sheet of
Wilderness Enc: Solitary (1)/ Troupe (1d2) webbing, or otherwise moves into the affected area, it become
Alignment: Chaotic
Movement: 90’ (30’)
immobilized as though by a successful web attack (as above).
Climb 90’ (30’) An ettercap can move across its own web-sheet at its climb
Armor Class: 4 speed and while on the sheet can automatically determine the
Hit Dice: 3+1** exact location of any creatures touching the web-sheets.
Attacks: 3 (bite/claw/claw) or 1 (web)
Damage: 1d8/1d3/1d3 or special
Save: F3
Morale: -2
Treasure Type: D
XP: 135
A hideous cross between spider and man, the horrid ettercap is
about 6’ tall and weighs about 200 lbs. While generally bipedal
and man-shaped, the creature’s face is dotted with two large eyes
and six smaller ones, as well as chelicerae where a mouth should
have been. The ettercap’s hands and legs end with chitinous
claws and its bloated body hints at its arachnid origin. No one
knows where these beings originate from, though the common
held theory among scholars is that some dark sorcerer created
them by crossbreeding men and giant spiders. Regardless of
its origin, however, the ettercap is an aberration, a dreaded
monstrosity hunting the unwary and trapping them in webs and
traps to suck their innards with their spidery fangs.

Monster Listings 73

jeff beaumont (Order #31282357)


FLYING SAUCER Abductor: An abductor possesses a powerful tractor beam,
Scout Abductor Battleship usable once per combat round in addition to its plasma beam.
% in Lair: None None None A creature hit by the tractor beam must make a successful
Dungeon Enc: Solitary (1) None None
Wilderness Enc: Squadron Solitary (1) Solitary (1)
saving throw vs. Petrification or be captured by the beam. The
(1d6) beam then immediately begins lifting the captured creature
Alignment: Neutral Neutral Neutral towards the saucer at a rate of 30’ per round. On its subsequent
Movement: initiatives, the tractor beam’s victim may attempt another
Fly: 300’ (100’) 210’ (70’) 180’ (90’) save vs. Petrification to wrest itself free from the beam. If the
Armor Class: 7 5 7
Hit Dice: 5*** 10***** 20*****
save succeeds, the victim escapes the beam and falls to earth
Attacks: 1 (plasma 1 (adv. plasma 3 (adv. plasma (incurring regular falling damage) if not able to fly. If the save
beam) beam) beam) fails, the victim continues to ascend on the flying saucer’s
Damage: 2d8 4d8 4d8/4d8/4d8 initiative. Any victim pulled into the saucer by the beam is
Save: F3 F5 F10 paralyzed and unable to act unless the saucer is captured and
Morale: -2 +0 +4
Treasure Type: Special Special x2 Special x3
destroyed; if not, the victim is abducted and carried away by the
XP: 650 4,600 11,800 mysterious Visitors for ends unknown. The abductor can only
Flying saucers are Visitor airships. A scout saucer is flat saucer- hold one victim at a time with its tractor beam, but may drop
shaped vessel with a central bulging dome on top, an abductor the hold on its victim at any time if a more interesting target
looks like a short, vertical cylinder with multiple windows on becomes available.
its sides, while a battleship is a menacing triangular vehicle. All In addition to its tractor beam, an abductor also carries a
three are frightening to behold and can easily defeat seemingly paralysis beam, also usable once per combat round, up to a
powerful forces and creatures of a lower technological level. The range of 60’. Any target his by this beam must make a successful
Visitors use scout saucers to explore the world and spy on the save vs. Paralysis or be paralyzed for 2d4 turns.
locals, and abductors to snatch local lifeforms and residents
for use in inexplicable experiments and horrid vivisections. Battleship: A battleship carries two fearsome weapons of
Battleships rarely appear, but when they do they come ready for inexplicable technology. The first weapon is a poison gas
war, and can decimate whole armies of primitive mortals with generator. Three times per day, a battleship may release a cloud
unsettling ease. of green, nauseating gas, identical to a cloudkill spell cast by a
10th level caster. The second weapon is a fusion charger that
Regardless of their type, all flying saucers are capable of can fire a guided blaster bomb each round. Once fired, a blaster
particularly fast flight and great maneuverability, and bomb moves at a rate of 50’ in any direction desired by the ship’s
are invariably made of a shining, silvery-gold metal. The commander, who may detonate the bomb at his discretion on his
advanced alien material renders them very difficult to damage. initiative. When detonated, a blaster bomb deals 8d6 damage to
Technological weapons deal full damage to flying saucers, but all targets within 40’ of the point of detonation; a successful save
flying saucers cannot be harmed by other man-sized weapons, vs. Blast reduces this damage by half. Each battleship carries 1d8
nor by fire, by wood-throwing artillery, or by natural attacks blaster bombs.
from creatures of huge size or smaller. Stone-throwing artillery
and gigantic creatures deal only 1/10th damage to flying saucers,
FROG, GIANT
while colossal creatures and magic deal only 1/5th damage. % in Lair: 25%
However, like other machines, flying saucers are vulnerable to Dungeon Enc: Knot (1d4) / Lair (1d4)
lightning damage and take double damage from any electricity- Wilderness Enc: Knot (1d4) / Lair (1d4)
based attack, such as the various lightning spells. Additionally, Alignment: Neutral
Movement: 120’ (40’) (and see below)
any saucer hit by an electricity attack must make a successful
Swim 120’ (40’)
save vs. Paralysis or have its computers scrambled, rendering Armor Class: 3
it unable to move except to hover in its current location, and Hit Dice: 2*
unable to use its weapons and special abilities for the next Attacks: 1 (bite)
combat round. Battleships have hardened electronics and enjoy Damage: 1d4
Save: F1
a +4 bonus to this saving throw. Unlike robots, flying saucers are
Morale: -2
vulnerable to mind-affecting spells (which actually target their Treasure Type: A
Visitors pilots), but they are still immune to disease and poison XP: 29
as they have environmental seals against these attacks. The giant frog is a massive amphibian growing up to 200lbs in
Visitors fly saucers, and any saucer may land a party of Visitors weight. The terror of the marshlands is slightly smaller than its
using a gravity elevator projected from its bottom. A scout relative, the giant toad, and lacks its ability to swallow its victims
saucer carries a landing party of 1d4 regular Visitors, with a whole. The giant frog, however, can leap to a great distance.
50% chance of an additional scout drone. An abductor carries In lieu of regular movement, it may jump up to 80’ in any
an abduction team of 2d8 regular Visitors as well as 1d3 scout direction. If it lands on a creature, that creature must succeed
drones and 1d4-1 workbot. A battleship carries a platoon of 2d8 on a saving throw vs. Paralysis or fall prone. If the creature falls
Visitor soldiers as well as 2d4 warbots and 1d4 scout drones. All prone, the frog may bite it with a +2 bonus to its attack throw
saucers carry loot as per the Visitor saucer loot table, p.108 and damage roll. (If the creature retains its footing, the giant
frog can still attack, but without the bonus.) The giant frog, just
like a giant toad, blends well into dark, damp surroundings and

74 Monster Listings

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

thus characters encountering a giant frog suffer a -1 penalty to


their surprise rolls.

FUNGUS, ARCHER
% In Lair: 75%
Dungeon Enc.: Copse (1d4) / Thicket (1d4+4)
Wilderness Enc.: Thicket (1d4+4) / Grove (1d10+10)
Alignment: Neutral
Movement: 10’ (3’)
Armor Class: 3
Hit Dice: 2*
Attacks: 1 (thorns)
Damage: 1d4
Save: F1
Morale: +4
Treasure Type: P
XP: 290
Created by sorcerers in eons unknown, the archer fungus is
a mobile mushroom that gains sustenance from the blood of
living creatures. An archer fungus has a thick trunk and a large
dome-like cap. Under the cap are many rows of one-inch-long
needle-like spores, which the fungus is able to fire like arrows at
targets up to 60’ away. After its target is dead, the archer fungus

Monsters
uproots itself and moved to root itself in the victim’s body to
slowly consume it with its tendrils. Archer fungi are immune to
charm, sleep, and hold spells, to stunning, and to poisons not
designed to work on fungi.

FUNGUS, VIOLET
% in Lair: None
Dungeon Enc: Patch (1d4) or mixed patch (1d4 violent fungi
GECKOMAN
and 1d6 shriekers)
% in Lair: 25%
Wilderness Enc: None
Dungeon Enc: Hunting Party (1d6)/Hideout (1 warband)
Alignment: Neutral
Wilderness Enc: Warband (1d8 hunting parties)/
Movement: 30’ (10’)
Cavern (1d8 warbands)
Armor Class: 3
Alignment: Neutral
Hit Dice: 3+2**
Movement: 120’ (40’)
Attacks: 4 (tentacle/tentacle/tentacle/tentacle)
Climb 60’ (20’)
Damage: 1d6/1d6/1d6/1d6
Armor Class: 3 or by armor
Save: F2
Hit Dice: 1+1*
Morale: N/A
Attacks: 1 (weapon)
Treasure Type: None
Damage: 1d6 or weapon type
XP: 135
Save: GM1
Except for their distinct color, violet fungi resemble shriekers Morale: -1
(AKCS p. 192) and are often found growing among them. A Treasure Type: G (per Warband)
violet fungi’s coloration ranges from purple overall to dull gray or XP: 21
violet covered with purple spots. Violet fungi and shriekers often The geckomen of Queddar are silent, patient hunters who
work symbiotically to attract and kill prey: When the shriekers’ lurk in the deep and rocky deserts in hunt for prey – typically
hellish racket attracts a curious creature, the violet fungus tries giant insects or dinosaurs, though sometimes they do use
to kill it. Both creatures enjoy the fruits of a successful hunt. The their natural talents for banditry or assassination of sapients.
violet fungus has four tentacles that secrete a lethal toxin carried In their homeland, geckomen shelter from the sun’s scorching
in black, oily spores. Any creature damaged by a tentacle attack rays during the day in vast cavern systems, emerging at night
must succeed on a saving throw vs. Poison or die in 2d6 turns. to hunt. The above stats represent a typical geckoman hunter,
Violet fungi are immune to charm, sleep, and hold spells, to assassin, or bandit.
stunning, and to poisons not designed to work on fungi. Geckomen enjoy several gifts from the desert spirits who grant
them protection and guidance. Geckomen are naturally talented
ambushers, and if they achieve surprise they gain a +4 bonus to
their attack throws and deal double damage for the duration of
the surprise. Their natural camouflage and sneaky nature allow
them to seemingly disappear in a desert environment at a roll of
3+ on 1d20. When inside a dungeon or an urban environment,
when they stay motionless, they may evade detection on a roll
of 14+ on 1d20.

Monster Listings 75

jeff beaumont (Order #31282357)


Each hunting party of geckomen will be led by a hunt leader fevered, the creature moves at ½ its normal rate and suffers a -4
(geckoman stalker of level 1d3+1). The hunt leader commands penalty to all attack throws, damage rolls, proficiency throws,
the less skilled hunters, and can be recognized by the faint and saving throws.
clicking sound he makes – the geckoman language’s version of
Any living creature slain by a ghast rise again as a ghast at
a whisper. Each geckoman warband will be led by a warchief
the next sunset, unless the body is burned or blessed. Like all
(geckoman stalker of level 1d6+1), who will be advised by a
undead, ghasts are immune to sleep, charm, and hold spells
shaman (geckomen spirit-talker of level 1d4+1). The warchief
and poison. Ghasts are turned as wights.
and shaman may possess magic items in addition to those held
in the warband’s treasure horde; for each category of magic item,
except for miscellaneous magic, there is a 5% chance per level GLOOM CRAWLER
% In Lair: 80%
of the leader that the leader will possess one randomly chosen Dungeon Enc: Solitary (1) / Solitary (1)
item from that category; for miscellaneous magic, there is a flat Wilderness Enc: None
50% chance that he will possess 1d3 items. In the presence of the Alignment: Neutral
warchief, geckomen enjoy a morale score of +1 rather than -1. Movement: 20’ (8’)
Armor Class: 7
Geckomen caverns (wilderness lairs) will be ruled by a revered Hit Dice: 10*
spirt-talker (geckoman spirt-talker of 9th level). The revered Attacks: 11 (10 Tentacles, 1 bite)
spirit-talker will be protected by an elite guard of 2d6 geckoman Damage: 1d12 (x10)/2d8
Save: F10
stalkers, each of level 1d6+1. Each of these geckoman NPCs may Morale: +2
possess magic items as described above. There is a 70% chance Treasure Type: M
a geckoman cavern will be guarded by 4d6 trained giant geckos. XP: 1,550
Geckoman caverns will have hatchlings and eggs equal to 100% The gloom crawler is a solitary creature resembling a giant squid
and 300% the number of able-bodied adults respectively. These with blackened skin and a large mass of writhing tentacles. It
do not fight. makes its lair in underground caves, dungeons, and other
subterranean complexes far away from the daylight of the
GHAST surface world and spends most of its time dormant, waking
% in Lair: 20% every so often to eat. The gloom crawler uses the suction cups
Dungeon Enc: Pack (1d4) / Lair (2d4 plus 2d8 ghouls) on its tentacles to pull itself around its underground world. Each
Wilderness Enc: Horde (2d8) / Lair (2d4 plus 2d8 ghouls) tentacle ends in an eye that allow it to see in any direction. These
Alignment: Chaotic
Movement: 90’ (30’) creatures are omnivorous and sustain themselves on plants,
Armor Class: 6 mosses, rodents, and other subterranean fauna, but never turn
Hit Dice: 4+1*** down a larger meal, if it is available.
Attacks: 3 (bite/claw/claw)
Damage: 1d8/1d4/1d4 On a successful attack throw with a tentacle, a gloom crawler
Save: F4 automatically restrains the creature it hit. Thereafter the gloom
Morale: +2 crawler can automatically constrict its restrained victim with its
Treasure Type: N tentacle, dealing 1d12 points of damage without having to make
XP: 365
an attack throw. Doing so counts as the gloom crawler’s attack
Cursed children of the night, ghasts are a more powerful and
with the tentacle it has used to restrain the creature.
more disgusting version of regular ghouls afflicted with a
boundless appetite for sweet human (or lizard) flesh. Like their A gloom crawler can restrain and constrict a different creature
lesser relatives, ghasts attack with both claws and a vicious bite; with each tentacle simultaneously. It can also choose to restrain
any successful attack requires the opponent to succeed on a and constrict a particular creature with multiple tentacles. If this
saving throw vs. Paralysis, or become paralyzed for 2d4 turns. occurs, the restrained creature suffers a -1 penalty on its attack
A ghast’s paralysis may be cured with cure light wounds and throws for each additional tentacle, in addition to suffering
cannot affect creatures immune to ghoul paralysis or creatures constriction damage from each tentacle.
of huge size or bigger.
A restrained creature cannot move until it cuts itself free from
Unlike ordinary ghouls, ghasts emit a horrid stench reeking the gloom crawler’s tentacle(s). To cut itself free, a creature must
of unholy death and decay. Any living creature within 10’ of a successfully deal 10 points of damage to the gloom crawler
ghast must succeed on a saving throw vs. Poison or be sickened with one blow. Remember that restrained creatures cannot use
for 1d8 rounds. While sickened, a creature suffers a -2 penalty to shields and can be attacked with a +2 bonus, or can be ambushed
all attack throws, damage rolls, proficiency throws, and saving or backstabbed for a +4 bonus. See the condition rules on p. 62
throws. Any creature who succeeds on the saving throw is for more details.
immune to the stench of the same pack of ghasts until the next
Gloom crawlers are averse to sunlight and suffer a -4 penalty to
dawn.
all attack and saving throws if exposed to it.
Worse, a ghast’s bite carries a horrid disease. Any creature
successfully bitten by a ghast must succeed on a saving throw
vs. Poison or suffer a debilitating fever that begins the next day
and lasts for 2d6 days or until treated with cure disease. While

76 Monster Listings

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

GRICK The Leviathan’s large tentacles can be used to attack oceangoing


% in Lair: 35% ships or coastal structures (within 60’ of the shoreline). On
Dungeon Enc: Cluster (1d4) a successful attack throw with a large tentacle on a ship or
Wilderness Enc: Cluster (1d4)
Alignment: Chaotic
structure, the Leviathan deals 2d20 structural hit points of
Movement: 90’ (30’) damage (or 2d20/5 vs. stone) and automatically restrains the
Climb 60’ (20’) ship or structure it hit. Thereafter the ship or structure can be
Armor Class: 6 constricted for the same damage each round. When restraining
Hit Dice: 2* a ship (but not a structure), the Leviathan can also attack the
Attacks: 5 (bite/tentacle/tentacle/tentacle/tentacle)
Damage: 1d3/1d4/1d4/1d4/1d4
ship with its great beak for an extra 12 points of structural hit
Save: F1 point damage for each round. A ship that has been grabbed
Morale: +0 by the Leviathan is held fast in the water and cannot escape; it
Treasure Type: A continues to take damage until it sinks, the tentacle is cut off,
XP: 29 or the Leviathan is killed or relinquishes its hold. Structures,
A horrid worm with four writhing tentacles surrounding a being immobile, obviously cannot escape either. One of the
sharp beak, the grick is a horror created by dark sorcery or the Leviathan’s large tentacles can be cut off if a total damage of 50
mad whim of chthonic deities. An adult grick is about 8’ long points or more is dealt in one blow.
from the tips of its tentacles to the end of its body and weighs
some 200 lbs. Its body coloration is uniformly dark, save for a The Leviathan’s smaller tentacles are used against creatures
pale underbelly. on ships or near water. On a successful attack throw with a
small tentacle, the Leviathan deals 2d12 points of damage
Gricks attack when hungry or threatened. They hunt by holing and automatically restrains the creature it hit. Thereafter the

Monsters
up near high-traffic areas, using their natural coloration to Leviathan can automatically constrict its restrained victim with
blend into convenient shadows. When prey (virtually anything its tentacle, dealing 2d12 points of damage without having to
that moves) ventures near, they lash out with their tentacles. make an attack throw. Doing so counts as the Leviathan’s attack
Characters encountering a grick hiding in rocky or rocky- with the tentacle it has used to restrain the creature. Each time
dungeon terrain suffer a -2 penalty to surprise rolls. the Leviathan constricts a creature, it can move it anywhere the
A grick’s rubbery body seems to shed blows of any kind, granting tentacle can reach, typically towards Leviathan’s great beak, but
it AC 6. Its jaws are relatively small and weak compared to its sometimes high up in the air, underwater, and so on.
body mass, so rather than consume its kill immediately, a grick A restrained creature cannot move until it cuts itself free from
normally drags its victim back to its lair to be eaten at its leisure. the Leviathan’s tentacle(s). To cut itself free, a creature must
Multiple gricks do not fight in concert. Each attacks the prey successfully deal 30 points of damage to Leviathan with one
closest to it, and breaks off the fight as soon as it can drag dead blow. Remember that restrained creatures cannot use shields
or unconscious prey away. and can be attacked with a +2 bonus, or can be ambushed or
backstabbed for a +4 bonus. See the condition rules on p. 62 for
LEVIATHAN more details.
% in Lair: 95%
Dungeon Enc: Solitary Vessel Movement Rate Seafaring Throw
Wilderness Enc: Solitary
150’/round or faster 5+
Alignment: Chaotic
Movement: 120’/round 11+
Swim 60’ (20’) 90’/round 13+
Armor Class: 9 60’/round 15+
Hit Dice: 40*****
45’/round 17+
Attacks: 11 (2 large tentacles, 8 small tentacles, beak)
Damage: 2d20 shp (large)/ 2d12 (small) / 3d20 (beak) 30’/round or slower 19+
Save: F20
Morale: +4
Treasure Type: Rx3
In lieu of all other actions during a round, the Leviathan can
XP: 41,500 create a capsizing wave. The wave can smash a sea vessel within
There is only one Leviathan in all of Kanahu, and maybe in the 150’ and is capable of sinking even the largest sailing ships. The
entire world. This enormous octopus-like being is said to be an wave is approximately 150’ long, 15’ high, and 4’ thick.
avatar of Rahab himself, a dark manifestation of Chaos. With On his initiative number, the captain of the target vessel may
its mighty tentacles and spell-like powers, it can lay waste to use his action to attempt to steer through the wave. Steering
entire cities and decimate whole armies of mortals. Slaying it is through the wave requires a Seafaring proficiency throw. The
a feat fit for the greatest of heroes, and even they will face utmost target value of the proficiency throw is based on the speed of the
difficulty in vanquishing this lord of the ocean depths. vessel, as shown on the accompanying table. Master mariners
The Leviathan’s body and mantle is over 60’ long, with cruelly- (characters with Seafaring rank 3) gain a +5 bonus on the throw.
barbed tentacles (2 large and 8 smaller) doubling this length. If the captain does not attempt to steer the vessel through the
These vicious extremities can tear apart ships, smash coastal wave, or if the captain’s proficiency throw fails, the vessel is
buildings, and grab prey. struck on its broadside by the wave. It suffers 50-80 (1d4+4 x 10)
shp of damage. Each crewmember on deck must make a saving
throw vs. Blast. Crewmembers that fail their saving throws suffer
Monster Listings 77

jeff beaumont (Order #31282357)


78 Monster Listings

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

1d6 points of damage and are swept overboard. If the captain’s Monitors are a genus of lizards containing some of the largest
proficiency throw succeeds, the vessel suffers only 25-40 (1d4+4 naturally-occurring specimens. Smart, alert, and possessing
x 5) shp of damage, and the crewmembers are not affected. A a keen sense of smell, they are quite intelligent and capable of
vessel reduced to 0 shp by may no longer move under its own complex hunting strategies. All of the monitor lizards presented
power or attack with any ship-mounted weaponry, and will here are predators, and most are carnivores, though some
sink in 1d10 rounds. Any crew still on board may attack with species are omnivores. All monitors possess a keen sense of
personal weapons during this time. When the vessel sinks, or smell and gain a +1 bonus on surprise rolls.
when knocked overboard, crew must begin making swimming
Komodo dragon: While not an actual dragon, this mighty
throws each round.
monitor is a ferocious predator, equipped with powerful muscles
The capsizing wave can also be unleashed on coastal structures and an even more powerful jaw. A fully grown adult may reach
in range. Structures are always broadsided by the wave. Each a length of 10’ and a weight of 150 lbs. Komodo dragons stalk
wooden structure in the area of effect suffers 50-80 shp of prey by smelling it from afar with their forked tongues, and are
damage while each stone structure suffers 25-40 (1d4+4 x 5) fearsome enough to prey on small and medium dinosaurs. In
shp of damage. Each creature in the area of effect must make addition to possessing keen sense of smell, the komodo dragon
a saving throw vs. Blast or suffer 1d6 points of damage and be is venomous. Any creature bitten by a komodo dragon must
knocked down. succeed on a saving throw vs. Poison or fall ill and die within
2d6 agonizing hours. An ill creature is not helpless, but cannot
As an avatar of Rahab, the Leviathan has been gifted dark
attack or cast spells, and can only move at half speed. A cure
powers by its chthonic master. It may control weather (as the
disease spell cast during that time can save the victim. After
spell) three times per day and charm animals (as the spell) at
it bites its prey, the komodo dragon falls back and stalks it
will once per round. The Leviathan often attacks accompanied

Monsters
from a distance, waiting for the venom to do its work before
by entire schools of charmed sharks, fish, eels, and other oceanic
approaching the carcass to feast on its flesh.
predators.
Megalania: The komodo dragon’s bigger, meaner relative, the
If the Leviathan feels it is losing an encounter – an unlikely
megalania is a gigantic monitor lizard, stretching 20’ from
occurrence – it will seek to escape by spraying an 80’ radius
head to tail, and weighing 700 lbs. This massive lizard stalks
cloud of black ink to obscure its retreat (as darkness). It is able
the savannahs and open forests of Kanahu, bringing down
to move at triple speed (60’ per round) when fleeing underwater.
prey with its dense musculature, sword-sized teeth, and vicious
venom. Any creature bitten by a megalania must succeed on a
LIZARD, MONITOR saving throw vs. poison at a -2 penalty, or fall ill and die within
Komodo Dragon Megalania
% in Lair: 25% 25%
1d6 painful hours (as above). A cure disease spell cast during
Dungeon Enc: Solitary (1)/Lounge Solitary (1)/Lounge that time can save the victim. A megalania will kill and eat small
(1d3) (1d3) prey right away; but larger prey will be bitten then stalked from
Wilderness Enc: Solitary (1)/Lounge Solitary (1)/Lounge a safe distance until the venom does its work.
(1d3) (1d3)
Alignment: Neutral Neutral Mosasaurus: The mosasaurus is an aquatic giant, measuring 50’
Movement: 120’ (40’) 90’ (30’) - in length, and weighing around 15 tons. While often mistaken
Swim - - for a dinosaur, the mosasaurus is actually a true lizard, in fact a
Armor Class: 4 5
Hit Dice: 2+1* 4+1*
very close relative of monitors. This reptilian king of the seas is
Attacks: 1 (bite) 1 (bite) a horror to mariners, and more than one fishing boat has been
Damage: 1d8 2d6 overturned by a raging mosasaurus, its occupants and cargo
Save: F1 F2 devoured by the ravenous lizard. Mosasaurs are able to swallow
Morale: +2 +2 whole creatures of up to man size on an unmodified attack throw
Treasure Type: A F
XP: 47 215
of 19 or 20. A creature that is swallowed will suffer 1d6 points of
damage per round until it dies or until the mosasaurus is killed.
Mosasaurus Water Monitor If the swallowed creature has a sharp weapon, it may attack the
% in Lair: 25% 25% mosasaurus from inside its belly with an attack penalty of -4.
Dungeon Enc: Solitary (1)/Lounge Solitary (1)/Lounge Should the swallowed creature die and remain in the dinosaur’s
(1d3) (1d3)
Wilderness Enc: Solitary (1)/Lounge Solitary (1)/Lounge
belly for 6 turns, it is irrecoverably digested. Because of their
(1d3) (1d3) propensity to swallow creatures whole, any encounter with
Alignment: Neutral Neutral mosasaurs may yield treasure, whether wandering or in lair. The
Movement: 150’ (50’) treasure (if any) is always found inside the creature’s belly.
Swim 120’ (40’) 150’ (50’)
Armor Class: 5 5 Water monitor: A clever and agile lizard as deft on the ground
Hit Dice: 12* 1d6 hp as it is inside water, the easily tamed water monitor is a common
Attacks: 1 (bite) 3 (2 claws, bite) pet among the swamp-dwellers of Kanahu, Punt, and Mala. It
Damage: 4d8 1d3/1d3/1d4
Save: F6 Normal Man
also is often utilized as a guard or hunting animal, owing to its
Morale: +2 -2 acute sense of smell. In the wild, a water monitor rarely attacks
Treasure Type: P (see below) None men or lizardmen, but will fight to defend itself from predation.
XP: 2,100 5 An average fully grown water monitor weights 50 lbs and
measures about 6’, tail included.
Monster Listings 79

jeff beaumont (Order #31282357)


LIZARDMAN, CIVILIZED MANTIS, GIANT
% in Lair: 30% % in Lair: 25%
Dungeon Enc: Squad (2d4) / Outpost (1 troop) Dungeon Enc: Solitary (1)
Wilderness Enc: Troop (1d8 squads)/ Fortified Camp (1d6 troops) Wilderness Enc: Solitary (1)
Alignment: Neutral Alignment: Neutral
Movement: 120’ (40’) Movement: 60’ (20’)
Swim 120’ (40’) Fly 120’ (40’)
Armor Class: 3 or by armor Armor Class: 4
Hit Dice: 1+1* Hit Dice: 4+2*
Attacks: 3 (bite/claw/claw) or 1 (weapon type) Attacks: 3 (bite/leg/leg)
Damage: 1d6/1d3/1d3 or by weapon type Damage: 1d8/1d10/1d10
Save: F1 Save: F2
Morale: +0 Morale: +3
Treasure Type: E (per troop) Treasure Type: C
XP: 21 XP: 215
Unlike the savage lizardmen presented in ACKS, the more The giant mantis is, like its smaller relative, a vicious hunter –
civilized lizardmen of Punt and Mala enjoy a well-developed the assassin of the insect world. Armed with two raptorial fore-
culture, magnificent art and the benefits of organized warfare. legs and razor-sharp mandibulae, it can brutally murder its foes.
The characteristics listed here represent level 0 civilized These green giant vermin patiently stalk their victims and wait
lizardmen, who might not be as proficient in warfare as proper for an opportunity to attack them, slay them, and devour their
gladiators, hunters or warriors, but are ferocious in battle heads. (The female giant mantis also devours the male’s head
nonetheless. Civilized lizardmen might be merchants, pilgrims, during copulation.) When a giant mantis rolls an unmodified
or even mercenaries (in the latter case they would typically wear 20 on its attack throw, and is attacking a target of 4 HD or less,
scale armor and carry spears and shields). the target must save vs. Death or be immediately beheaded
and slain. This ability does not work against targets with 4+1
All lizardmen are excellent swimmers and may hold their breath
or more HD or without heads. Characters encountering a giant
for up to ten minutes, a fact they sometimes use to mount
mantis suffer a -1 penalty to surprise rolls.
effective ambushes from beneath swamp-water.
Each outpost of lizardmen will be led by a lizardman warrior of MOHRG
level 1d4+1. The leader may possess magic items in addition to % in Lair: 30%
any held by the warband. For each category of item except rods/ Dungeon Enc: Solitary (1) / Gang (1d4)
staffs/wands and scrolls, there is a 5% chance per level of the Wilderness Enc: Gang (1d4) / Mob (2d3 plus 2d6 zombies)
Alignment: Chaotic
leader that he possesses an item of that category. In the presence Movement: 90’ (30’)
of their leader, lizardmen have morale of +2 rather than 0. Armor Class: 9
Hit Dice: 7+2**
Lizardman fortified camps will be ruled by a warleader (lizardman Attacks: 2 (slam/tongue)
warrior of 9th level). The warleader will be accompanied by an Damage: 2d8/special
elite guard of 2d6 lizardman warriors of level 1d4+1. There is a Save: F4
50% chance a 9th level lizardman priestess will be present and Morale: +4
a 25% chance for an 8th level lizardman witch-doctor. Each of Treasure Type: N
XP: 1300
these NPCs may possess individual magic items, as described
When a corrupt sorcerer, a vicious serial killer, a particularly
above. There is a 70% chance the fortified camp will be protected
murderous cannibal, or a warlord responsible for great atrocities
by trained dinosaurs either 5d4 velociraptors or 2d4 deinonychi.
dies, the forces of Chaos he served in life – unwittingly or not
Lizardman fortified camps have adult noncombatants and eggs
– may seize his rotting body and re-animate it in mockery of
equal to 100% and 200% of the number of able-bodied adults
his former glory. The result is a mohrg: a rotting corpse imbued
respectively. These do not fight.
with dark magic.
At first glance a mohrg resembles a zombie, but characters
familiar with the undead can recognize a mohrg by the
unnaturally long fanged tongue protruding from its rotting
mouth. In addition to slamming its victims with its bony fists, a
mohrg may also lash out with this fanged tongue, up to a range
of 5’. Any creature hit by the mohrg’s tongue must succeed on a
saving throw vs. Paralysis or be paralyzed for 1d4 rounds. Any
creature slain by a mohrg rises at the next sunset as a regular
zombie under the control of the mohrg who slew it. The newly-
risen zombie lacks any special abilities it had in life, or, indeed,
any intelligence at all.
Like other undead, mohrg are immune to the effects of sleep,
charm, and hold spells. Mohrg are turned as vampires.

80 Monster Listings

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

OTYUGH ROBOT
% in Lair: 30% Personal Security Drone Scout Drone
Dungeon Enc: Solitary (1) / Cluster (1d6) % in Lair: None None
Wilderness Enc: Solitary (1) / Cluster (1d6) Dungeon Enc: Unit (1d3) Unit (1d3)
Alignment: Chaotic Wilderness Enc: Unit (1d3) Unit (1d3)
Movement: 60’ (20’) Alignment: Neutral Neutral
Armor Class: 7 Movement: -
Hit Dice: 6+2** Fly 210’ (70’) 210’ (70’)
Attacks: 4 (bite/tentacle/tentacle/tentacle) Armor Class: 6 4
Damage: 1d4/1d6/1d6/1d6 Hit Dice: ½* 1*
Save: F3 Attacks: 1 (light plasma) 1 (light plasma)
Morale: -1 Damage: 2d4 2d4
Treasure Type: M Save: NM F1
XP: 980 Morale: N/A N/A
The disgusting otyugh is a being of Chaos spawned by the Treasure Type: Special Special
XP: 6 13
ruinous chthonic gods from particularly disgusting piles of
rotting rubbish. Born of primordial chaos and rotten matter, the Workbot Warbot
otyugh possesses a round body with three tentacles mounted % in Lair: None None
atop it and three clawed legs underneath. It has a large gaping Dungeon Enc: Unit (1d3) Unit (1d3)
maw and an odd number of eyes distributed across its main Wilderness Enc: Unit (1d3) Assault Unit (2d8)
Alignment: Neutral Neutral
body in seemingly random locations. It typically eats scavenged
Movement: 60’ (20’) 90’ (30’)
refuse, but will happily consume any hapless creature which Fly
finds itself in this creature’s midden.

Monsters
Armor Class: 5 9
Hit Dice: 3* 5**
The otyugh’s tentacles reach 10’ in length and are studded with Attacks: 1 (plasma welder) 2 (claw/claw) or 1
barbs and sharp-edged suckers. On a successful attack throw (plasma cannon)
with a tentacle, an otyugh automatically restrains the creature it Damage: 1d6 1d8/1d8 or 2d10
hit. Thereafter the gloom crawler can automatically constrict its Save: F2 F3
Morale: N/A N/A
restrained victim with its tentacle, dealing 1d6 points of damage
Treasure Type: Special Special x2
without having to make an attack throw. Doing so counts as XP: 65 500
the otyugh’s attack with the tentacle it has used to restrain the Robots are automated machines made of advanced alloys by the
creature. mysterious Visitors to assists them in their inscrutable missions.
An otyugh can restrain and constrict a different creature with Rumor has it that the ancient humans who came from beyond
each tentacle simultaneously. It can also choose to restrain and the stars possessed robots as well. Whatever their origins, robots
constrict a particular creature with multiple tentacles. If this possess rudimentary virtual intelligences, but lack a capacity for
occurs, the restrained creature suffers a -1 penalty on its attack higher reasoning or a truly free will.
throws for each additional tentacle, in addition to suffering All robots may silently communicate with each other and with
constriction damage from each tentacle. For instance, if three any Visitor within 500’ using what scholars believe to be etheric
tentacles are constricting a character, the character suffers 3d6 transmissions. Robots have advanced sensors and may “see”
points of damage and suffers -2 to attack throws. even in pitch darkness up to a range of 90’, and automatically
A restrained creature cannot move until it cuts itself free from detect any invisible creatures.
the otyugh’s tentacle(s). To cut itself free, a creature must The Visitors employ four types of robots – personal security
successfully deal 6 points of damage to the otyugh with one drones, scout drones, workbots and warbots, each described
blow. Remember that restrained creatures cannot use shields below. Regardless of type, robots possess only virtual intelligence,
and can be attacked with a +2 bonus, or can be ambushed or and are thus unaffected by hold, charm, or sleep spells. Since
backstabbed for a +4 bonus. See the condition rules on p. 62 for they are machines and not living beings, they are unaffected
more details. by poison or gases. However, like all machines, robots are
The otyugh also carries a noxious mixture of infectious germs vulnerable to lightning damage and take double damage from
in its bowels. If bitten by an otyugh, a creature must make a any electricity-based attack, such as the various lightning spells.
successful saving throw vs. Poison or become fevered for 3d6 Additionally, any robot hit by an electricity attack must save vs.
days. While fevered, the creature moves at ½ its normal rate and Paralysis or have its positronic brain scrambled, rendering it
suffers a -4 penalty to all attack throws, damage rolls, proficiency unable to move (scout drones may only hover in their current
throws, and saving throws. location) and unable to use its weapons and special abilities for
the next combat round. Warbot have hardened electronics and
enjoy a +2 bonus to this saving throw.
A robot encountered as a monster is active and cannot be
reprogrammed (see p. 103) unless it is first incapacitated. All
robots carry loot as per the Visitor robot loot table, p.108.

Monster Listings 81

jeff beaumont (Order #31282357)


Personal Security Drone: Resembling a 1’ diameter sphere ROPER
with a 6” disk-shaped rim, and weighing 5 lbs, the personal % in Lair: 30%
security drone is used by Visitors to augment the firepower and Dungeon Enc: Solitary (1) / Cluster (2d3)
Wilderness Enc: Solitary (1) / Cluster (2d3)
surveillance capabilities of its landing teams. Though small, a Alignment: Chaotic
personal security drone is both well-armored and exceptionally Movement: 30’ (10’)
maneuverable, and programmed to use evasive tactics, which Armor Class: 9
accounts for its relatively high AC (6). It carries a single light Hit Dice: 10***
plasma beam with a range of 50’. Personal security drones gain Attacks: 7 (1 bite, 6 strands)
Damage: 2d8 / restraint
a +2 bonus to avoid surprise, and share this bonus with their Save: F5
owner if he is within communication range. Morale: +2
Treasure Type: Px2
Scout Drone: A small saucer-shaped machine, 2’ across and XP: 2,950
weighing 20 lbs, used by Visitors for scouting and surveillance When dark and ruinous forces of Chaos flow through a dark
purposes. A scout drone is not as intelligent as other robots but it cavern or a rotting forest, they sometimes transform a stalagmite
is autonomous enough to undertake complex surveillance tasks or a rotting tree trunk into a constricting, ravenous monstrosity
if appropriately programmed. A scout drone contains several known as a roper. A roper weighs 2,200lbs and stands some 9’
onboard holographic and sound recorders, and the drone’s tall, tapering from 3-4’ feet in diameter at the base to 1’ across
operator may instruct it to play the holograms and sounds upon at the top. Its coloration and temperature change to match the
its return. features of the surrounding cave or forest.
Workbot: Resembling an oversized mechanical spider, the While slow to creep on the cavern or forest floor, the roper may
workbot is 5’ wide, legs included, and weighs 200 lbs. The workbot launch six strong, sticky strands up to 50’. On a successful attack
is a tireless servant and an excellent builder, programmed for throw with a strand, a roper automatically restrains the creature
all methods of construction, and excellent in repair tasks. It is it hit. Thereafter the roper can automatically move its restrained
generally unsuited for combat, possessing merely a short-ranged victim 10’ per round towards itself. Doing so counts as the
(melee) plasma welder, but once per round, in lieu of attacking, roper’s attack with the strand it has used to restrain the creature.
it may repair any robot, saucer or other mechanical contraption
it stands next to. Such repairs restore 1d8 hit points to the target A roper can restrain a different creature with each strand
machine at a cost of one unit of spare parts. The typical workbot simultaneously. It can also choose to restrain a particular
comes equipped with 10 such units, and these stores may be creature with multiple strands. If this occurs, the restrained
replenished with other spare parts found or scavenged by the creature suffers a -1 penalty on its attack throws for each
workbot’s owner. A workbot is also invaluable in construction additional strand, and can be moved an additional 10’ per
tasks; a single workbot has a construction rate of 10gp per day, round towards the roper.
doing the job of no less than 20 primitive master craftsmen with A restrained creature cannot move until it escapes or cuts itself
their journeymen and apprentices in tow! free from the roper’s strand(s). The restrained creature may
Warbot: A mechanical engine of war constructed of silvery attempt to escape as an action in lieu of attacking. It may attempt
metal in a vaguely humanoid form, standing 9’ tall, with metal to slip free with a saving throw versus Paralysis or it may attempt
claws, no mouth, and a single rectangular “eye” on its head. A to break free with a proficiency throw to open doors. If the
warbot weighs 1,000 lbs and walks slowly, shaking the ground as creature has Contortionism proficiency, it gains a +4 bonus on
it moves its mechanical weight. The warbot is the smartest of all either throw. In either case, if the throw succeeds, the creature
Visitor robots and can fight autonomously and employ complex has escaped. To cut itself free, a creature must successfully hit
tactics. It may attack an adjacent target with both claws, or the strand (AC 5) and deal 10 points of damage with one blow.
shoot a heavy plasma beam to a range of 210’. Additionally, it Severing a strands deals no damage to the roper itself, and the
may launch bombs to a range of 30’. Warbot bombs deal 6d6 roper can extrude a new strand on its next initiative. Remember
points of damage to targets within 15’ of the point of impact; a that restrained creatures cannot use shields and can be attacked
successful save vs. Blast halves the damage. Any given warbot with a +2 bonus, or can be ambushed or backstabbed for a +4
carries 1d6 bombs, and once depleted, only a Visitor saucer or bonus. See the condition rules on p. 62 for more details.
base can replenish their supply.

82 Monster Listings

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

Monsters

Monster Listings 83

jeff beaumont (Order #31282357)


SCORPIONMAN SERPENTILE MACHINE
% in Lair: 25% % in Lair: None
Dungeon Enc: Gang (2d4) / Lair (1 Swarm) Dungeon Enc: Single (1)
Wilderness Enc: Swarm (1d8 Gangs) /Warren (1d4 Swarms) Wilderness Enc: Single (1)
Alignment: Chaotic Alignment: Chaotic
Movement: 120’ (40’) Movement: 120’ (40’)
Armor Class: 4 Armor Class: 8
Hit Dice: 2+1* Hit Dice: 5***
Attacks: 3 (claw/claw/sting) Attacks: 1 (bite)
Damage: 1d4/1d4/1d3 and poison or weapon/ Damage: 1d10 + constriction
weapon/1d3 and poison Save: F3
Save: F2 Morale: N/A
Morale: +2 Treasure Type: None
Treasure Type: J (per swarm) XP: 500
XP: 47 In the heyday of their might, the serpentmen built mighty
The Sorcerer King Nabu-Ram of Harat bred these horrid sorcerous machines in the likeness of bronze-golden serpents
scorpionmen in the noxious vats under his dark castle. Horrific to guard their temples and underground vaults. Millennia
hybrids of man and scorpion, they were meant to serve as the after their masters’ death, these machines still roam their
Sorcerer-King’s shock troopers. But Nabu-Ram was defeated old haunts, seeking intruders into long-abandoned halls. A
and slain. Now his arthropod progeny roams the world as a serpentile machine looks like a 15’ long metal snake, of copper
dark plague of sadistic human-insectoids out for plunder and to golden color, with a stylized wedge-shaped head. It slithers
murder. A scorpionman has the lower body of a scorpion – like a serpent and produces a mechanical hissing sound. The
stinger included – and the upper body of a man, albeit covered serpentile machine has two horrid capabilities used to murder
with chitinous plates. Any creature stung by a scorpionman those who dare enter their masters’ old homes.
must succeed on a saving throw vs. Poison or die in 1d6 turns.
First, after a successful bite attack, the serpentile machine may
Each scorpionman gang is led by a sergeant with AC 5 (AC immediately grab the creature it has bitten and constrict it for
6 with shield), 3+1 HD, and 17 hit points, which deals +1 an additional 1d8 points of damage. Thereafter the serpentile
damage with natural attacks or +2 damage with weapons. Each machine can automatically constrict the grabbed creature on
scorpionman swarm will be led by a dark shaman with AC 6 (7 its initiative each round, dealing 1d8 points of damage without
with shield), 4+1 HD, 21 hit points, and the spellcasting abilities having to make an attack throw. The serpentile machine may
of a 4th level cultist, dealing +2 damage with natural attacks or also continue to bite the creature it has grabbed with a +2 bonus,
+3 with weapons. A scorpionman lair or warren will be led by a or bite other opponents, but in no case can it grab more than
chieftain with AC 7 (AC 8 with shield), 6+2 HD, 30 hit points, one creature at a time.
and the spellcasting abilities of a 6th level cultist, dealing +2
damage with natural attacks or +3 with weapons. As long as the The grabbed creature cannot attack, cast spells, move, or take any
chieftain is alive, the scorpionmen will gain a +1 to morale rolls. other action except to attempt to escape. When attempting to
escape from being grabbed, a creature has to two options. First,
Scorpionman lairs and warrens will have post-molt nymphs it may attempt to slip free with a saving throw versus Paralysis.
and pre-molt nymphs equal to 100% and 500% of the number Second, it may attempt to break free with a proficiency throw
of able-bodied adults respectively. Post-molt nymphs have AC to open doors. If the creature has Contortionism proficiency,
0, 1 hit point, and attack with a venomous stinger. Creatures it gains a +4 bonus on either throw. In either case, if the throw
stung by a post-molt nymph must succeed on a saving throw vs. succeeds, the creature has escaped. Remember that grabbed
Poison at +4 or suffer 1d4 points in damage in 1d6 turns. Pre- creatures cannot use shields and can be attacked with a +2
molt nymphs cannot move or fight (they are typically carried on bonus, or can be ambushed or backstabbed for a +4 bonus. See
the scorpionman’s backs). When encountered in a warren, there the condition rules on p. 62 for more details.
is a 70% chance that the scorpionmen will be accompanied by
1d6 giant scorpions. Second, the serepntile machine can emit a noxious poison gas
three times per day. The poison gas is similar to cloudkill, but
affects only a 10’ diameter and floats only at a pace of 10’ per
round for a duration of 1d6 rounds.
Because they are not truly alive, serpentile machines are immune
to gas and poison. Further, they are unaffected by charm, sleep,
or hold spells. They count as enchanted creatures for purposes
of spells such as dispel evil and protection from evil.

84 Monster Listings

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

SERPENTMAN SHAMBLING MOUND


Serpentman Undead Serpentman % in Lair: 70%
% in Lair: 80% 80% Dungeon Enc: Solitary (1)
Dungeon Enc: Single (1) Single (1) or Pod (1d6) Wilderness Enc: Solitary (1)
Wilderness Enc: Single (1) Single (1) or Pod (1d6) Alignment: Chaotic
Alignment: Chaotic Chaotic Movement: 60’ (20’)
Movement: 120’ (40’) 120’ (40’) Armor Class: 7
Armor Class: 4 4 Hit Dice: 8+2**
Hit Dice: 7*** 5*** Attacks: 2 (slam/slam)
Attacks: 1 (bite) or 1 (bite) Damage: 3d6/3d6
weapon type Save: F4
Damage: 2d6 and venom 2d6 Morale: +3
or weapon type Treasure Type: K
Save: F7 F5 XP: 1,600
Morale: -2 +4 Shambling mounds, also called shamblers, appear to be heaps
Treasure Type: Hx2 N, D of rotting vegetation. They are actually intelligent, carnivorous
XP: 1,490 650
plants animated by the dark forces of Qetesh, the Chaotic
Once, millennia ago, the mighty serpentmen ruled the known
fertility goddess. A shambler is about 6’ tall when it stands erect,
world with their dark sorcery and inscrutable technology. But in
with an 8’ girth and a weight of about 3,800 lbs. Its “brain” and
their hubris, they created their own gravediggers: The lizardmen,
sensory organs are located deep within its body mass.
created as servants and common soldiers by the serpentmen
rose and – under the guidance of the blessed prophetess Telina A shambling mound attacks by slamming its opponents with
– smote their old masters in an exalted march of holy fervor. two huge, arm-like appendages. If the shambler hits its target

Monsters
Today, the serpentmen are virtually extinct, hunted to the with both of its slam attacks, it may immediately grab the
farthest corners of the worlds in the name of Ixchala. But a few target and constrict it for an additional 4d6 points of damage.
remain behind, hidden from the lizardmen’s wrath. Most are no Thereafter the shambling mound can automatically constrict
longer living, having died in the service of their chaotic masters, the grabbed creature on its initiative each round, dealing 4d6
and are now risen as dark undead as a gift by the gods of Chaos. points of damage without having to make an attack throw.
A tiny handful are still alive, hiding in suspended-animation Doing so counts as the shambler’s full attack routine.
pods.
The grabbed creature cannot attack, cast spells, move, or take
Such villains, both dead and living, are horrid in their power. A any other action except to attempt to escape. When attempting
living serpentman carries a lethal venomous bite. Any creature to escape from being grabbed, a creature has to two options.
bitten by it must succeed on a saving throw vs. Poison or die. It First, it may attempt to slip free with a saving throw versus
also possesses vast powers of sorcery, and may cast spells as a Paralysis with a -4 penalty. Second, it may attempt to break free
7th level mage. with a proficiency throw to open doors with a -4 penalty. If the
creature has Contortionism proficiency, it gains a +4 bonus on
An undead serpentman’s venom glands have long run dry,
either throw. In either case, if the throw succeeds, the creature
but he still hold a malicious intelligence and the spellcasting
has escaped. Remember that grabbed creatures cannot use
capabilities of a 5th level mage. Whether living or dead,
shields and can be attacked with a +2 bonus, or can be ambushed
serpentmen have a preference for necromantic, poisonous, and
or backstabbed for a +4 bonus. See the condition rules on p. 62
lighting spells. Undead serpentmen are immune to the effects of
for more details.
gas and poison and are unaffected by charm, sleep, or hold spells
of any sort. They are turned as mummies. A shambling mound is completely immune to lightning and
other types of electrical damage. As plants, shamblers are
It is said that in the days of their race’s glory, more powerful
immune to all charm, sleep, and hold spells, to stunning, and
serpentmen of 8, 9, or even more HD and caster ability ruled
to poisons not designed to work on plants. They are vulnerable
over their empire, but whether such sinister abominations yet
to spells that affect plants.
survive remains unknown.

Monster Listings 85

jeff beaumont (Order #31282357)


original form once per round in lieu of any other action in that
round by making another saving throw vs. Petrification. If the
save succeeds, the victim reestablishes its normal form for one
minute (6 rounds). If the save fails, the victim can try again the
following round until successful. Only a restore life and limb
spell or ritual magic can permanently cure this interdimensional
infection.
Any being actually slain by a shoggoth is instantly transformed
into a shoggoth itself by the interdimensional infection.

SLUG, GIANT
% In Lair: None
Dungeon Enc: Solitary (1)
Wilderness Enc: Solitary (1)
Alignment: Neutral
Movement: 60’ (20’)
Armor Class: 1
Hit Dice: 12**
Attacks: 1 (bite or spit acid)
Damage: 1d12 or 5d8
Save: F12
Morale: +2
Treasure Type: None
XP: 3000
Giant slugs are larger, much stronger versions of normal slugs.
A typical giant slug is 20’ long, but the creatures can grow to
SHOGGOTH twice that length. They are pale gray in color with a dull white
% in Lair: None
underbelly, and possess a single pair of long, thin tentacles or
Dungeon Enc: Solitary (1)
Wilderness Enc: Solitary (1) antennae which they use to sense brightness, heat, and scent.
Alignment: Chaotic A giant slug’s squishy, flexible body allows it to squeeze into
Movement: 60’ (20’) relatively narrow corridors, though these may prevent it turning
Armor Class: 6 around. A large slime trail marks the ground wherever it moves.
Hit Dice: 8+1*
Giant slugs are found in moist or wet environments such as
Attacks: 2 (claw/claw)
Damage: 1d4/1d4 and special swamps, marshes, rain forests, and dungeons. They are both
Save: F4 scavengers and predators, and feed on both plants and animals.
Morale: +0 Giant slugs are nocturnal creatures and spend the daylight
Treasure Type: None hours away from the heat of the sun. In combat, giant slugs can
XP: 1,100
attack with a bite, or spit acid to a range of 60’. Because of their
The horrific shoggoth is a creature of pure Chaos, a malignant squishy body, giant slugs are immune to attacks by non-magical
tumor of ruinous entropy in our reality. It has a mutable, ever- blunt weapons.
changing form bristling with all kinds of eyes, claws and teeth.
A shoggoth’s dimensions vary, but it always weighs several
tons However, for all its fearsome appearances, whether it
SNAKE, GIANT CONSTRICTING VIPER
% In Lair: None
has claws, fangs, pincers, tentacles, or spines, a shoggoth does Dungeon Enc: Solitary (1)
little physical harm, and regardless of form, the creature seems Wilderness Enc: Solitary (1)
unable to manage more than two attacks per round. Its continual Alignment: Neutral
transmutations prevent the coordination needed to do more. Movement: 90’ (30’)
Armor Class: 3
However, a blow from a shoggoth against a living creature can Hit Dice: 15**
cause a terrible transformation by infectious Chaos. The creature Attacks: 1 (bite, constrict)
Damage: 3d6, poison/5d6
must save vs. Petrification or become a spongy, amorphous mass. Save: F5
Unless the victim manages to control the effect (see below), Morale: +2
its shape melts, flows, writhes, and boils. An affected creature Treasure Type: None
is unable to hold or use any item. Clothing, armor, rings, and XP: 4,200
helmets become useless. Large items worn or carried—armor, The giant constricting viper is a primeval serpent that can grow
backpacks, even shirts—hamper more than help, reducing the to be up to 50’ long, with a head the size of a horse’s skull and
victim’s Dexterity score by 4. Soft or misshapen feet and legs a girth as tall as a man. When its yawning mouth opens, fangs
reduce speed to 10 feet or one-quarter normal, whichever is less. drip with a venom that brings madness and death.
Searing pain courses along the nerves, so strong that the victim Like other constrictor snakes, the constricting viper hunts by
cannot act coherently. The victim cannot cast spells or use magic biting its prey, then squeezing it to death with its coils. Unlike
items, and it attacks blindly, unable to distinguish friend from pythons and boas, however, the bite of the constricting viper is
foe (-4 penalty to attack throws.) A victim may try to regain his venomous! A bitten victim must succeed in a saving throw vs.
86 Monster Listings

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

Poison. If the save fails, the victim is immediately maddened (as TENDRICULOS
the spell incite madness). If the venom is not neutralized, the % in Lair: 100%
victim will die 1d4+2 turns later. Dungeon Enc: Solitary (1)
Wilderness Enc: Solitary (1)
After a successful bite attack, the giant constricting viper may Alignment: Chaotic
immediately grab the creature it has bitten and constrict it for Movement: 60’ (20’)
Armor Class: 6
an additional 5d6 points of damage. Thereafter the constricting Hit Dice: 9+3**
viper can automatically constrict the grabbed creature on its Attacks: 3 (bite/tendril/tendril)
initiative each round, dealing 5d6 points of damage without Damage: 2d10 + swallow /1d8/1d8
having to make an attack throw. The constricting viper may also Save: F4
continue to bite the creature it has grabbed with a +2 bonus, Morale: +2 (0)
Treasure Type: M
or bite other opponents. Due to its great size, the constricting XP: 1,900
viper can simultaneously grab up to two different man-sized The tendriculos is a cancerous growth of plants and plant
creatures. material animated by vile Chaos. It towers to the height of 15’
The grabbed creature cannot attack, cast spells, move, or take any and masses 3,500 lbs, resembling a mound of rotting plant
other action except to attempt to escape. Maddened characters material overgrown with many tendrils and vines.
will not attempt to escape. When attempting to escape from After a successful bite attack, a tendriculos can attempt to
being grabbed, a creature has to two options. First, it may attempt swallow its target. The creature must succeed on a saving throw
to slip free with a saving throw versus Paralysis with a -4 penalty. vs. Petrification or be swallowed. A tendriculos automatically
Second, it may attempt to break free with a proficiency throw to swallows the creature if its attack throw is an unmodified 20.
open doors with a -4 penalty. If the creature has Contortionism

Monsters
Only creatures of man size or smaller can be swallowed by a
proficiency, it gains a +4 bonus on either throw. In either case, tendriculos, but up to eight such creatures can be held in its
if the throw succeeds, the creature has escaped. Remember that interior. Once inside the plant’s mass, the swallowed creature
grabbed creatures cannot use shields and can be attacked with a must succeed on a saving throw vs. Poison each round. If the
+2 bonus, or can be ambushed or backstabbed for a +4 bonus. saving throw succeeds, the creature suffers 1d6 points of acid
See the condition rules on p. 62 for more details. damage from the creature’s digestive juices. If the saving throw
fails, the creature suffers 2d6 points of acid damage and is
SPIDER, PHASE paralyzed for 3d6 rounds by the tendriculos’s digestive juices,
% in Lair: 50%
taking 2d6 points of acid damage per round.
Dungeon Enc: Solitary (1) / or Cluster (1d6)
Wilderness Enc: Solitary (1) / or Cluster (1d6) If a swallowed creature avoids paralysis and has a sharp weapon,
Alignment: Neutral
it may attack the tendriculos from inside its belly with an attack
Movement: 120’ (40’)
Climb 60’ (20’) throw penalty of -4. A successful hit deals normal damage to
Armor Class: 5 the tendriculos and allows the swallowed creature to escape.
Hit Dice: 5+1** However, once the creature exits, the plant’s regenerative
Attacks: 1 (bite) capacity closes the hole; another swallowed opponent must cut
Damage: 1d8 and poison
its own way out.
Save: F2
Morale: +0 Should the swallowed creature die and remain in the dinosaur’s
Treasure Type: None
belly for 6 turns, it is irrecoverably digested. Because of their
XP: 660
propensity to swallow creatures whole, any encounter with a
A phase spider is a 700 lbs arachnid monstrosity with a diameter
tendriculos may yield treasure, whether wandering or in lair.
of 8’, legs included. Unlike other giant spiders, it does not weave
The treasure (if any) is always found inside the creature’s belly..
a web, except as a hideout for its eggs, preferring instead to
pounces on its prey through the unique ability for which it is A tendriculos regenerates 3 points of damage per round. If a
named: the ability to momentarily shift from this world to tendriculos loses a tendril, the tendril will attempt to crawl or
otherworldly dimensions. squirm back toward the main mass to reattach. A tendriculos
can reattach a severed member instantly by holding it to the
In lieu of its normal movement, the phase spider may teleport
stump. If a tendriculos is reduced to 0 or fewer hit points, it
itself, via dimensions unknown, up to 20’ in any direction. It
will collapse, but it is not slain. It will continue to regenerate
arrives unerringly at its desired destination facing any way
and stand again to fight when it regenerates to 1 or more hp.
it desires. It cannot reappear inside solid material but it can
However, tendriculi cannot regenerate damage from fire or acid,
rematerialize on walls or ceilings or in open air if desired.
and reducing it to 0 hp with fire or acid will kill the creature.
Like other giant spiders, the phase spider carries a potent venom When confronted by fire or acid, a tendriculos’s morale drops
in its fangs. Any creature bitten by the phase spider must succeed to 0.
on a saving throw vs. Poison or die in agony within 1d6 turns.

Monster Listings 87

jeff beaumont (Order #31282357)


TERROR BIRD the spellcasting abilities of a 6th level cultist. As long as a curate
% in Lair: 25% or vicar of Bokrug is alive, his toadmen underlings enjoy a +2
Dungeon Enc: Solitary (1) /Nest (1d3) bonus to morale.
Wilderness Enc: Flight (1d3) /Nest (1d3)
Alignment: Neutral Toadman keep giant toads as guards and pets. Each toadman
Movement: 300’ (100’) cult has a 50% chance of being accompanied by 1d4 giant toads.
Armor Class: 5
Hit Dice: 6*
A toadman village has an 80% chance of containing another
Attacks: 3 (bite/kick/kick) 3d6 giant toads in addition to those belonging to its constituent
Damage: 2d6/1d4/1d4 cults.
Save: F2
Morale: +0 Males and females appear identical to the typical non-toadman
Treasure Type: F observer, and both fight equally well. The creatures spawn in
XP: 570 nearby waters in springtime, giving birth to the tadpole larva
Standing ten feet tall and armed with a vicious beak, the terror that will eventually mature into toadmen. There will always
bird is a relative of raptor dinosaurs and shares their tenacity be a body of water (pond or lake) within walking distance of
and appetite. The terror bird’s plumage is drab gray, except for its a toadman village. There will be 2d4 swarms of flesh-eating
colorful throat and head. Though flightless, it can run as quickly tadpoles in the water. Treat these as insect swarms (see ACKS p.
as the wind. Not only can it tear the flesh of its prey with its 197) but with swimming instead of flying movement.
axe-like beak, but its clawed feet can deliver a murderous kick.
The terror bird’s attacks are so vicious that it often eviscerate its VISITOR
prey and tears apart its limbs. Any creature mortally wounded Visitor Visitor Soldier
by a terror bird suffers a -4 penalty on its subsequent Mortal % in Lair: 30% 30%
Wounds roll. Dungeon Enc: Team (2d4)/ Squad (2d4)/
Outpost (1 platoon) Platoon (1d8 squads)
When a terror bird nest is encountered, there is a 33% chance Wilderness Enc: Platoon (4d6 teams)/ Platoon (1d6 squads)/
that it will contain 1d3 eggs (worth 3gp each) or 1d2 young Colony (1d8 Platoons) Company (2d3 platoons)
Alignment: Neutral Neutral
(worth 16gp each). Such a nest will typically be guarded by a
Movement: 90’ (30’) 90’ (30’)
pair of adult parents. Armor Class: 4 7
Hit Dice: 1* 2+1*
TOADMAN Attacks: 1 (weapon) 1 (weapon)
% in Lair: 30% Damage: By weapons By weapon
Dungeon Enc: Gang (2d6) / Lair (1 cult) Save: F1 F2
Wilderness Enc: Cult (1d6 gangs) / Village (1d8 Cults) Morale: -1 +2
Alignment: Chaotic Treasure Type: Special Special
Movement: 90’ (30’) XP: 13 47
Swim 120’ (40’) Whether they have come from another planet or another reality
Armor Class: 3 altogether, the Visitors are alien to this world. They resemble
Hit Dice: 1+1* short humanoids, standing approximately 4’2’’ tall and weighing
Attacks: 1 (bite or weapon)
Damage: 1d3 or by weapon
on average 80 lbs. They have slender builds with smooth gray-
Save: F1 brown skin and no hair whatsoever on their bodies. Their
Morale: +0 heads are large, with very small noses, small mouths and large
Treasure Type: G (per cult) almond-shape eyes, black with no visible pupil. No one knows
XP: 21 for certain what the Visitors came to accomplish on Kanahu.
The vile toadmen worship the chthonic god Bokrug, the vile But they do seem interested in meticulous research on the world
god of lizards and amphibians, and pay homage to other water- and its inhabitants – particularly biological research, in the form
related Chaotic gods, especially Rahab and Dagon. They live in of strange and often horrifying experiments on abductees.
primitive villages in the wilds near the waters and there they
spawn and dance around their ghastly idols. What they lack All Visitors are telepathic; while they do possess a written and
in intelligence, they make up with vicious savagery. They will spoken language of their own, they can also communicate
readily capture and eat or sacrifice any living being they can telepathically at will with each other or with any sentient beings
overpower. Toadmen may hold their breath up to a full turn up to a range of 120’. At closer range (30’), they may also read
(10 minutes) and enjoy adaptive coloration that imposes a -2 surface thoughts at will, as per the ESP spell. However, the main
penalty to surprise rolls when encountering them. combat advantage their psychic powers afford them is that of
a mind-meld; once per day, any given group of up to eight
Each toadman gang is led by a well-armed and armored Visitors may connect to each other psionically up to a range of
champion with AC 4 (AC 5 with a shield), 2+1 hit dice, 9 hit 60’, pool their existing hit-points, and re-distribute them among
points, and a +1 bonus to damage. Each cult is led by a curate themselves as desired.
of Bokrug, typically wearing a ritual mask, with AC 4 (AC 5
with shield), 4+1 HD, 19 hit points, a +1 bonus to damage, and Visitors typically dress in utilitarian coveralls of various
the spellcasting abilities of a 4th level cultist. A toadman lair drab colors laden with various technological tools and lab
or village is led by a vicar of Bokrug, typically carrying several implements. The coveralls are silkweave suits (see p. 101), and
severed, dried heads of his sacrificial victims, with AC 5 (AC 6 serve as basic armor (AC 4). Most Visitors carry a plasma pistol
with shield), 6+1 HD, 30 hit points, a +2 bonus to damage, and

88 Monster Listings

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

with them for self-defense, though capture teams usually carry In lieu of attacking with its stinger, the giant parasitic wasp may
stun launchers or hand stunners as well. inject a paralyzed or dead victim with its eggs. A living victim
may make a saving throw vs. Poison to avoid being implanted
A Visitor team is led by a team leader of 1d4+4 hp equipped
with giant wasp eggs. 2d4 days after they are injected into a
with a force field belt (AC 6). A Visitor platoon always has a
victim, the eggs will hatch, and the emerging larvae will start
5 HD commanding officer with an advanced force field belt
chewing their way inside the victim’s body, eating his or her
(AC 7) and trained with advanced psychic powers. A Visitor
vital organs and causing 1d6 damage per round. A cure disease
commanding offer can psychically manipulate creatures within
spell can destroy the eggs and/or the larvae hatching from them.
60’ range up to three times per day (in game terms, treat psychic
Otherwise, death is certain. When the victim finally dies, the
manipulation as charm person and charm monster effects). A
larvae emerge and form cocoons, which hatch into adult giant
Visitor colony will be led by a Visitor commander (HD 7, AC 7)
parasitic wasps after 2d6+14 days.
capable of psychic manipulation as well as arcane spellcasting
as a mage of level 2d4. There is also a 75% chance that 3d6
Visitor warbots will be present at a colony, a 75% chance for 6d6 ADDITIONAL MONSTER CHARACTERISTICS
workbots, and a 75% chance for a platoon of Visitor soldiers. A The following tables are provided for the convenience of Judges
colony also has a 50% chance at any given time of having 1d6 who are using the advanced rules in Lairs & Encounters for
scout saucers at its disposal. taming and training monsters and harvesting monster parts.

Visitor Soldiers: Visitor soldiers are better trained in combat, Armored Hides
wear enclosed armor (AC 5), and usually carry plasma rifles Monster Hide Enc. (st) Hide Value (GP)
and heavy plasmas, but are otherwise similar to regular Visitors. Cockroach, Balroach 3 4/6 140
A Visitor soldier squad is led by a squad leader of 3 HD. A

Monsters
Destrachan 10 180
Visitor soldier platoon has a 5 HD commanding officer (as Dinosaur, Alamosaurus 160 4,025
above). A Visitor soldier company will be led by a 7 HD Visitor Dinosaur, Ankylosaurus 32 1,800
commander (as above) . In addition, a Visitor soldier company Dinosaur, Carnotaurus 9 105
will have 6d6 Visitor personal security drones, a 75% chance Dinosaur, Deinonychus 0.5 4
for 6d6 scout drones, a 75% chance for 3d6 warbots, and a 75%
Dinosaur, Edmontosaurus 21 535
chance for a platoon of regular Visitors (“civvies”).
Dinosaur, Giganotosaurus 80 2,000
Visitor units carry loot as per the Visitor loot table, p.108. Dinosaur, Timurlengia 1.5 11
Dinosaur, Titanosaurus 530 13,415
WASP, GIANT PARASITIC Dinosaur, Triceratops 53 2,000
% in Lair: 20% Dinosaur, Tyrannosaurus 40 300
Dungeon Enc: Solitary (1) / Hive (1d6) Dinosaur, Velociraptor 1/6 1
Wilderness Enc: Swarm (1d6) / Hive (1d6)
Alignment: Neutral Flying Saucer Wreckage, 437 16,600
Movement: 60’ (20’) Scout
Fly 180’ (60’) Flying Saucer Wreckage, 437 25,000
Armor Class: 4 Abductor
Hit Dice: 5+2** Flying Saucer Wreckage, 21 800
Attacks: 1 (sting) Battleship
Damage: 2d4 and paralytic poison Leviathan 30 770
Save: F3
Morale: +2
Lizard, Komodo Dragon 3/6 5
Treasure Type: M Lizard, Megalania 2 30
XP: 660 Lizard, Mosasaurus 80 900
The giant parasitic wasp is a cruel species of giant vermin with a Robot Wreckage, Warbot 3 150
paralytic stinger that hunts for live prey. Once it has immobilized Scorpionman 4/6 7
a victim, the wasp carries the creature back to its nest, where it Tyrannosaurus Rex 40 300
injects it with eggs. Thereafter, the paralyzed victim serves as an
incubator for the eggs and, later, as food for the wasp’s emerging
The first four tables provide the value of hides, plumage, horns,
larva.
and venoms that can be extracted from the monsters of Kanahu.
Any creature stung by the giant’s insect’s stinger must succeed on The remaining tables provide the monster’s size, carrying
a saving throw vs. Poison or be paralyzed indefinitely. Every 24 capacity, trainability modifier, training time, typical trained role,
hours, the victim may attempt the saving throw vs. Poison again lifespan, supply cost, and other pertinent information.
to end the effect; otherwise, only the application of a healing
Armed with this data, the Judge can easily run scenarios devoted
potion or magical healing will put an end to the paralysis. If
to hunting for dinosaur feathers, capturing and taming terror
possible, a wasp will try to grab and carry any paralyzed or dead
birds, and more.
victim to its nest once a battle is over or if it fails a morale roll. It
can carry man-sized creatures of up to 25 stone.

Monster Listings 89

jeff beaumont (Order #31282357)


Feathers and Plumage
No. of Feathers
Monster Feathers Feather Length per Stone Value (per feather) Typical Plumage
Coatl 4d12 66” – 124” 5 5d6 gp 25 feathers, 450gp, 5 st
Dinosaur, Giganotosaur 3d10 14’ – 26’ 1 10d20 gp 16 feathers, 1,730gp, 16 st
Dinosaur, Timurlengia 3d10 45” – 84” 10 2d6+1gp 16 feathers, 130gp, 1 4/6 st
Dinosaur, Tyrannosaur 3d10 11’ – 20’ 1 6d20gp 16 feathers, 1,050gp, 16 st
Terror Bird 3d10 42” – 80” 12 2d6gp 33 feathers, 230gp, 2 4/6 st

Antlers, Horns, and Tusks


Monster Number Encumbrance (st) Value (gp) Avg. Value (gp) and Enc. (st)
Triceratops (variant) 3 horns 1 st / 40gp 1d4x10 75gp, 1 5/6 st

Monster Venoms
Monster Venoms Cost /Dose Onset Time Save Mod. Effect on Failed Save
Komodo Dragon Venom 50gp 2d6 hours 4 1d10 damage
Megalania Venom 150gp 1d6 hours 3 4d4 damage
Scorpionman Venom 200gp 1d10 turns 2 1d10 damage
Violet Fungus Toxin 250gp 3d6 turns 2 3d6 damage
Aranea Venom 350gp 1d6 turns 2 2d10 damage
Chuul Secretion 500gp 1d6 rounds 1 Paralysis
Serpentman Venom 700gp 1 round 1 6d6 damage
Giant Constricting Viper Venom 700gp 1 round / 1d6+3 turns - Madness* / death
Coatl Venom 1,000gp 1 round - Death
*As the spell incite madness.

Normal
Beastmen & Weight Load Trained Adult Child Baby Supply Training
Humanoids Diminutive (lbs) Size (st) Lifespan Role Value Value Value Value Cost Period TM
Bugman Nymph 150 M 5 E/1.05/13/17.5/ N/A 90+ 67 20 7.5 0.5 1 S
32/48/64/80
Crayman Tadpole 150 M 5 0/1/12/16/30/ N/A 350+ 315 37 10.5 2.0 1 S
45/60/75
Geckoman Hatchling 150 M 5 E/2/13/18/38/ N/A 250+ 215 20 3 0.5 1 S
57/76/95
Lizardman, Hatchling 150 M 5 E/2/13/18/38/ N/A 450+ 415 31 10.5 0.5 1 S
Civilized 57/76/95
Scorpionman Hatchling 235 M 8 E/1/12/16/30/ N/A 2,300+ 2,250 685 545 2.0 1 S
45/60/75
Serpentman Snakelet 285 M 6 E/3/14/28/110/ N/A 21,750+ 21,500 8,200 4,750 2.0 1 S
165/220/275
Skum Skamp 170 M 6 0/1/12/16/30/ N/A 950+ 900 55 35 0.5 1 S
45/60/75
Toadman Tadpole 150 M 5 0/1/12/16/30/ N/A 240+ 200 22 0.03 2.0 1 S
45/60/75
Visitor Starchild 80 M 5 0/4/15/51/-/ N/A 3,000+ 3000 735 360 0.5 1 S
-/-/200
Visitor Soldier Starchild 80 M 5 0/4/15/51/-/ N/A 13,250+ 13,200 735 360 0.5 1 S
-/-/200

90 Additional Monster Characteristics

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

Normal
Weight Load Trained Adult Child Baby Supply Training
Animals Diminutive (lbs) Size (st) Lifespan Role Value Value Value Value Cost Period TM
Dinosaur, E/0.7/10/30/100/
Hatchling 60000 C 1200 D 3450 2215 615 445 240 5 -1
Alamosaurus 150/200/250
Dinosaur, E/0.5/6.5/20/66/
Hatchling 12000 G 240 H 2100 600 125 100 48 9 -1
Ankylosaurus 99/132/165
Dinosaur, E/0.33/5/14/48/
Hatchling 3500 H 40 H 5450 500 2300 1850 48 12 0
Carnotaurus 72/96/120
Dinosaur, E/0.17/2.4/7/24/
Hatchling 200 M 6 H 275 35 215 200 16 3 1
Deinonychus 36/48/60
Dinosaur,
E/0.17/2.4/7/24/
Deinonychus, Hatchling 200 M 6 G 650 35 215 200 16 3 1
36/48/60
Guard
Dinosaur, E/0.5/6/18/60/
Hatchling 8000 H 160 D 200 80 80 65 12 2 0
Edmontosaurus 90/120
Dinosaur,
E/0.5/6/18/60/
Edmontosaurus, Hatching 8000 H 160 WM 2450 80 80 80 12 2 0
90/120
War
Dinosaur, E/0.5/8.5/25/85/
Hatchling 30,0000 G 600 H 48500 5575 1415 2 192 12 0
Giganotosaurus 125/170/210
Dinosaur, E/0.17/3/9/30/
Hatchling 550 L 12 H 1750 200 1600 1515 16 12 0
Timurlengia 45/60/75
Dinosaur, E/1/13/40/135/

Monsters
Hatchling 200,0000 C 2675 D 7000 4175 1375 785 240 5 -1
Titanosaurus 200/270/335
Dinosaur, E/0.5/7.5/25/75/
Hatchling 20000 G 400 D 2225 600 205 155 48 9 -1
Triceratops 115/150/190
Dinosaur,
E/0.5/7.5/25/75/
Triceratops, Hatchling 20000 G 400 R 3500 600 205 155 48 9 -1
115/150/190
Riding
Dinosaur, E/0.5/7/21/70/
Hatchling 15000 G 300 H 28000 2100 900 2 192 12 0
Tyrannosaurus 105/140/175
Dinosaur,
E/0.5/7/21/70/
Tyrannosaurus, Hatchling 15000 G 300 R 35675 2100 900 2 192 12 0
105/140/175
Riding
Dinosaur, E/0.08/1.5/4/
Hatchling 30 S 1 H 90 48 67 65 2 1 2
Velociraptor 14/21/28
Dinosaur,
E/0.08/1.5/4/
Velociraptor, Hatchling 30 S 1 G 120 21 67 65 2 1 2
14/21/28
Guard
E/0.33/8/16/36/
Frog, Giant Tadpole 200 M 7 H 565 30 130 115 0.5 5 -2
54/72/90
Lizard, Monitor, E/0.75/3/9/12/
Hatchling 150 M 3 H 865 47 140 115 2 10 -2
Komodo 18/24/30
Lizard, Monitor, E/1/4.5/13.5/18/
Hatchling 700 L 14 H 1875 435 275 130 16 10 -2
Megalania 27/36/45
Lizard, Monitor, E/2.5/11.5/34.5/
Hatchling 30000 C 600 H 41250 4200 310 7.5 960 10 -2
Mosasaurus 46/69/92/115
Lizard, Monitor, E/0.5/2.5/7.5/10/
Hatchling 50 M 1 G 300 5 6 0.01 2 5 0
Water 15/20/25
Snake, Giant
E/1/8/17/34/
Constricting Snakelet 2000 H 40 H 15000 8075 7015 5600 48 5 -2
51/68/85
Viper
E/0.17/2/4/28/
Terror Bird Scary Chick 475 L 9 M 1750 575 585 540 16 3 1
42/56/70
E/0.17/2/4/28/
Terror Bird, War Scary Chick 475 L 9 WM 7600 575 585 540 16 3 1
42/56/70

Additional Monster Characteristics 91

jeff beaumont (Order #31282357)


Normal
Fantastic Weight Load Trained Adult Child Baby Supply Training
Creatures Diminutive (lbs) Size (st) Lifespan Role Value Value Value Value Cost Period TM
Aboleth Unknown 6,500 H 130 E/20/50/100/ N/A 26,000 19,500 13,150 0.65 12 1 S
-/-/-10,000
Aranea Spiderling 150 M 5 E/1/18/70/112/ N/A 4,700 3,525 2,000 1,665 2 1 S
168/224/280
Choker Spawn 175 M 6 0/0.7/2.55/30/ H 3,650 170 2,450 2,165 2 12 3
45/60/75
Chuul Spawn 650 L 13 E/0.5/2/4/20/ N/A 48,000 36,000 28,000 25,000 16 1 S
30/40/50
Coatl Hatchling 1,800 H 36 E/2/25/50/160/ N/A 100,000 75,000 43,750 30,350 48 1 S
250/330/415
Darkmantle Spawn 35 M 1 0/0.5/2/4/20/ H 915 33 600 550 2 6 2
30/40/50
Deep One Spawn 175 M 6 -/-/-/75/-/-/ N/A 1,450 1,000 N/A N/A 0.5 1 S
-/1000+
Destrachan Hatchling 4,000 H 80 E/5/10/20/40/ N/A 14,550 10,915 7,000 2,000 48 1 S
60/80/100
Digester Hatchling 350 L 7 E/0.25/2.5/10/28/ H 8,000 3,600 2,750 2,600 16 9 -1
42/56/70
Ettercap Spiderling 200 M 7 E/1/18/75/120/1 N/A 3,575 2,675 1,900 1,575 2 1 S
80/240/300
Gloom Crawler Spawn 1,300 H 180 E/0.5/6.5/13/30/ H 25,000 21,500 12,000 10,925 48 6 2
45/60/74
Grick Nymph 200 M 7 E/1.75/5/10/28/ H 1,600 30 3.5 0.11 2 12 1
42/56/70
Leviathan Spawn 11,500 C 600 0/2/10/20/132/ N/A 340,000 255,000 165,000 110,000 960 1 S
200/265/330+
Otyugh Spawn 500 L 10 -/-/-/-/-/-/ N/A 10,500 7,875 - - 16 1 S
-/1000+
Roper Corder 2,200 L 45 -/-/-/-/-/-/ N/A 30,000 22,500 - - 16 1 S
-/1000+

Normal
Weight Load Trained Adult Child Baby Supply Training
Machines Diminutive (lbs) Size (st) Lifespan Role Value Value Value Value Cost Period TM
Flying Saucer, UFO-SCT 8,000 H 200 1 day per 10 energy S 125,000 19,500 N/A N/A Energy N/A N/A
Scout crystals
Flying Saucer, UFO-FSA 165,000 C 6000 1 day per 20 energy S 465,000 3,525 N/A N/A Energy N/A N/A
Abductor crystals
Flying Saucer, UFO-FSB 165,000 C 3200 1 day per 40 energy S 550,000 170 N/A N/A Energy N/A N/A
Battleship crystals
Robot, Personal PSD 5 S 0 1 day per energy S 2,000 36,000 N/A N/A Energy N/A N/A
Security Drone crystal
Robot, Scout SDR 20 S 1 1 day per energy S 3,000 75,000 N/A N/A Energy N/A N/A
Drone crystal
Robot, Workbot WKB 200 M 7 1 day per 2 energy S 3,350 33 N/A N/A Energy N/A N/A
crystals
Robot, Warbot WRB 1,000 L 17 1 day per 5 energy S 45,750 1,000 N/A N/A Energy N/A N/A
crystals

Normal
Weight Load Trained Adult Child Baby Supply Training
Vermin Diminutive (lbs) Size (st) Lifespan Role Value Value Value Value Cost Period TM
Anomalocarid Anomalie 225 M 7 E/1.75/3.5/9/21/ H 3,750 1,275 1,450 1,000 2 12 -3
31/42/52
Cockroach, Nymph 40 M 14 E/0.17/2/4/28/ L 6 6 5.5 2 0.5 12 -1
Giant 42/56/70
Cockroach, Nymphrog 1,400 L 150 E/1.17/1.75/6/ H 3,375 350 900 525 4 12 -1
Giant, Balroach 9/12/15
Mantis, Giant Nymph 675 L 60 E/2/4/14.5/22/ H 4,450 2,800 3,00 2,650 16 8 -1
29/36
Slug, Giant Sluglet 11,850 G 240 E/0.33/4/8/16/ H 27,350 5,135 3,275 2,675 48 12 -3
25/33/42
Spider, Phase Spiderling 700 L 125 E/1.5/24/100/164/ H 15,650 12,300 8,000 5,925 16 10 +3
246/328/410
Wasp, Giant Larva 500 L 25 E/0.33/1/2.5/8/ H 10,650 7,900 7,950 7,450 16 6 +1
Parasitic 12/16/20

92 Additional Monster Characteristics

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Chapter 5: The Technology of Kanahu

jeff beaumont (Order #31282357)


The implied setting of BCK, the world of Kanahu, is not merely to use most simple artifacts, but up to 1d6 days for more complex
a fantastic land, but rather a land where extremely advanced ones. When conducting field experimentation, the player should
alien technology exists side by side with primitive locals utilizing describe to the Judge what his character does with the item,
early iron age tools and atavistic sorcery. The mysterious Visitors based on the Judge's own description of the artifact. .
who plague Kanahu have reached a sufficiently advanced level
If the character is of a class capable of using the item, he may learn
of scientific understanding that their technology is high sorcery
its use from this experimentation. The risk in this case depends
to the barbaric Kanahi man. The Visitors travel by means of
both on the artifact's nature and the player's description of the
flying machines, carry potent weapons of high technology, and
experimentation he or she carries out with it. The Judges assess
employ machine-made robots. The following rules govern the
the risk of mishap and then secretly rolls 1d20. If the character's
research and use of alien science-fantasy technology by mortal
actions were appropriate and the item is safe, then no mishap will
adventurers, who rarely even grasp the very basic principles
happen regardless of the die roll. If the risk is assessed as relatively
behind these tools' and weapons' design.
minimal, a mishap will occur on a roll of 1. If the risk is assessed
as moderate, a mishap will occur on a roll of 1-3. A particularly
UNDERSTANDING ALIEN TECHNOLOGY risky attempt, such as trying to master the manual piloting of a
The primitive mortal residents of Kanahu have little understanding flying saucer, warrants a mishap on a roll of 1-5. If the character's
of the nature of the alien contraptions carried by the mysterious field experimentation avoids mishap, the character may use the
Visitors. Before they can use a piece of alien technology, they device, but will not know how to repair it.
must first understand what it is. This carries risks far greater than Artifacts with several different complex functions may require
even the identification and use of regular enchanted items. Even multiple attempts at field experimentation. Broken or damaged
the most backward barbarian from the wilds of Enyom can grasp alien artifacts cannot be subjected to field experimentation, as
what an axe is and can use it – enchanted or not – and thus can they simply don't function.
understand its use through trial and error without risking any
significant mishap. But replace that axe with a Visitor plasma Learning: A character may learn how to use an artifact from
pistol, and the barbarian – or even the sorcerous wise-woman another character who already knows how to use it. A character's
from his tribal village – will soon find himself scratching his class must permit him to use the artifact in order for him to learn
head, perplexed by the strange contraption. its use. Learning from a teacher carries no risk. It requires 1 turn
to learn to use most simple artifacts, but up to 1d6 days for more
There are four ways for a character to learn how to use an alien complex ones.
artifact – conducting research, experimenting in the field,
learning from a teacher, or using alien knowledge. If successful, Alien Knowledge: The Alien Intuition and Alien Lore
each of these methods will result in the character knowing how proficiencies are described on p.17 and allow the character to
to operate the alien artifact. Some of the methods will also reveal achieve On-the-Spot understanding of an alien artifact with
how to repair the alien artifact. a simple roll. This is usually safe, but in cases of particularly
dangerous devices, attempting On-the-Spot understanding can
Research: Researching an alien artifact is similar to regular ACKS trigger a mishap on a natural roll of 1 on 1d20.
magic research rules (ACKS p. 117). Both intact and damaged/
broken artifacts can be researched. The researcher must spend MISHAPS
the required time and pay the required cost, then make a magic When a mishap occurs during research into alien technology, the
research throw. The time to research any alien artifact is 2 weeks. Judge should roll 1d6 on the appropriate Alien Artifact Research
The cost of researching any artifact except a vehicle is 1000gp, Mishap.
while the cost of researching a vehicle is 5000gp; this represents
the costs of various laboratory supplies. The character must have
access to workshop (as described on ACKS p. 118) to serve as a
laboratory throughout the research.
If the research throw succeeds, the researcher learns how to
operate the artifact, and also how to repair it – given appropriate
spare parts and a proper workshop (as above). If the research
throw fails, the researcher learns nothing. If the research throw
fails with an unmodified roll of 1-3, the researcher has botched
the research, and must roll on the appropriate Mishap table for
the artifact at hand. (The Mishap tables are presented following
this section.)
The Alien Lore proficiency (see p. 17) improves the chances
of successful research and reduces the risk of mishap for the
categories of artifacts with which the character is familiar.
Field Experimentation: Any character can carry out field
experimentation with an alien artifact, ranging from pushing
buttons, to waving the device around, to trying to wear the
contraption. It requires 1 turn of field experimentation to learn
94 Understanding Alien Technology

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Barbarian Conquerors of Kanahu

Technology

Understanding Alien Technology 95

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Alien Artifact Research Mishap Tables I
Roll
(1d6) Weapon Armor Chemicals
1 The weapon explodes, doing The suit collapses, causing 1d6 x 1d6 The chemical explodes! The explosion deals 1d6 x
full maximum damage to the points of damage to the character. The 1d6 points of damage to any target within a 2d6
character. The weapon is damaged armor is destroyed. foot radius (save vs. Blast for half damage) and the
irreparably. chemical is utterly destroyed.
2 The weapon discharges at the The character accidentally tears apart the The character develops an allergy to the chemical,
character doing regular damage. armor, damaging it irreparably. or is poisoned or burned by it, causing 1d6 x 1d6
The weapon remains operable. points of damage to the character (save vs. Poison
for half damage). The chemical is consumed.
3 The weapon discharges at a The character accidentally tears apart the The chemical burns out! It causes no damage to the
random character or creature armor, thought the tear may be repaired. character but is fully consumed in the reaction.
within line of sight. The weapon
remains operable.
4 The weapon burns out but The character finds out that the suit The character develops a mild allergy to the
does not cause damage to is unsuitable for his or her body size chemical. Save vs. Poison or suffer a -2 -2 penalty
the character; it is damaged and shape; he cannot use it, but other to all attack, proficiency and saving throws for 1d8
irreparably. characters may attempt to do so. days. The chemical is not consumed.
5 The weapon is damaged by the The character finds out that the suit is The chemical causes a strange reaction on the
attempt but may be repaired. unsuitable for his body size and shape; a character. This causes the character's disfigurement,
skilled character may adjust it taking 1d6 imposing a -2 penalty to all reaction rolls until
days of work and one unit of alien parts. treated by a cure disease spell.
6 The weapon's power source is fully The character misadjusts the armor, causing The chemical causes a strange reaction on the
drained and must be replaced. a -2 penalty to all attack, proficiency and character. The character may save vs. Poison or be
saving throws for any wearer. It may be temporarily disfigured, suffering a -2 penalty to all
re-adjusted by an appropriately skilled reaction rolls for 2d6 days or until treated by a cure
character, taking 3d6 turns of work and disease spell.
requiring appropriate alien spare parts.

Alien Artifact Research Mishap Table II


Roll
(1d6) Vehicles Robots General Devices
1 The vehicle crashes and explodes! Any passengers and The robot explodes! The explosion The device explodes! The
crew suffer 1d8 x 1d8 points of damage, plus regular deals 3d6 points damage from a small explosion deals 3d6 points of
falling damage if the vehicle was flying; a successful save robot, or 6d6 points of damage from damage for a small device, or
vs. Blast halves the crash damage but not any falling a large robot, to all creatures within 6d6 points of damage for a large
damage. The vehicle is destroyed in the impact. a 20' radius. The robot is utterly robot, to all creatures within a
destroyed. 20' radius. The device is utterly
destroyed.
2 The vehicle crashes but does not explode. Any passengers The robot registers the character and The device burns out. This
and crew suffer 1d4 x 1d6 points of damage from the any allies as foes, and attacks them, does not cause any damage to
crash, plus regular falling damage if the vehicle was fighting to the death. characters but damages the device
flying; a successful save vs. Blast halves the crash damage irreparably.
but not any falling damage. The vehicle is damaged but
not destroyed, and may be repaired.
3 The character accidentally activates a weapon on the The character accidentally activates a The character is somehow injured
vehicle, shooting a random target within line of sight dormant security program inside the by the experimentation for 1d4
from the vehicle for regular damage. If the vehicle lacks robot's positronic brain. At a time x 1d6 points damage, but the
weapons, one of its systems such as a thruster causes 1d8 determined by the referee, the robot device remains operable.
damage to a random target within line of sight. will turn on its new masters and their
allies and fight to the death.
4 The character accidentally discharges the vehicle's power The robot discharges one of its The character mishandles the
source. If it is on the ground, it simply requires new fuel. weapons (if any) at a random target device, causing a malfunction. On
If it is flying, it also crashes – roll normal falling damage within line of sight for full damage, but each use, roll 1d20; on 1-3, the
for the characters and the vehicle. If this destroys the is otherwise still useable. device will malfunction. This may
vehicle, any passengers and crew suffer additional 1d4 x be repaired by any appropriately
1d6 points of damage from the crash. skilled character
5 The character accidentally discharges most of the The robot's energy source is drained The device emits a particularly
vehicle's power source. If it is on the ground, it simply and requires refueling. loud sound. Roll a random
requires new fuel. If it is flying, the pilot may land it encounter check immediately.
without damage, but it still requires refueling.
6 The character accidentally activates the vehicle's locator The character accidentally activates the The device's energy source is
beacon. This alerts the vehicle's alien owners to the robot's communication systems, giving drained and requires refueling.
character's location, and they might send a war party to up its location to its alien makers, who
recover it. might come to pay an unpleasant visit
to its new masters.
96 Understanding Alien Technology

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Barbarian Conquerors of Kanahu

VISITOR TECHNOLOGY magazines of needle darts; on 4-5, it comes with 1d2 magazines
Visitor technology, powered by glowing orange energy crystals, of tranquilizer darts; and on 6 it comes with a single magazine
is advanced beyond dreams. The Visitors possess flying of poison darts. Fighters, thieves, and any other martial or thief-
machines and autonomous robots, as well as deadly energy like class may use this weapon.
weapons and machines capable of influencing the mortal mind. Flamer: A heavy man-portable weapon, the flamer is as large
They even know how to traverse the enormous gulf between as a plasma cannon but possesses a wide nozzle. It can convert
the stars -- or at least knew how to do so in the past. Below we energy crystals into a super-heated cone of liquefied burning
describe a number of Visitor artifacts. Note that Visitors will matter, 30' long and 10' wide. Any creature caught in the flamer’s
readily use any useful artifact in their possession. blast suffers 5d6 points of fire damage. A successful saving throw
vs. Blast halves this damage. Any target damaged by the initial
ENERGY CRYSTALS blast will suffer an additional 1d6 points of fire damage in the
Energy crystals power all Visitor technology. These crystals, following round as the liquefied matter continues to burn. The
approximately 5'' in length and 1'' in diameter, are stark orange flames will also ignite any flammable material within the blast
and slightly transparent; they glow with a faint ruddy light and area. Each blast consumes an entire energy crystal; the flamer
are warm to the touch. 15 crystals count as a single item for can hold up to five energy crystals at any given time. Only
encumbrance purposes. An unenlightened jeweler will typically fighters, barbarians, assassins, lizardman gladiators, lizardman
pay 25gp for each of these curious-looking crystals, but to a warriors, or other fully-martial classes may use this weapon.
jeweler or alchemist who knows what they are, energy crystals
are worth much more - at least 100gp each. Visitor technology Fusion Launcher: A large and cumbersome device resembling
utilizes these crystals as an energy source, slowly draining their an oversized rifle, the fusion launcher fires heavy guided bombs.
reservoir of power. Once depleted, energy crystals dissolve into The shooter controls the bomb's flight; a bomb flies at a rate of
a fine orange dust. No-one knows where they could be mined, 50' per round and the shooter may remotely detonate it at any
and some scholars speculate that they may only be found off- point along its flight. Upon detonation, the bomb causes 8d8
world, among strange stars. points of fire damage to all targets within a 30' radius of its point
of detonation; a successful saving throw vs. Blast halves this
damage. The bomb will ignite any flammable material within its

Technology
ALIEN PARTS AND REPAIRING ALIEN DEVICES radius of detonation. It also creates significant blast pressure and
Visitor technology uses manufacturing techniques far beyond will damage structures as if it were a force attack. Only fighters,
the mental grasp of even the most learned and sophisticated barbarians, assassins, lizardman gladiators, lizardman warriors,
mortal scholar on Kanahu. Thus, no local of this world can even and other fully-martial classes may use this weapon.
dream of manufacturing alien devices by himself. However,
a character who knows how to repair alien technology can Incendiary Bomb: This tubular artifact contains a highly
cannibalize parts from alien machinery and use them to fix a flammable liquid and an ignition mechanism. The bomb causes
broken or damaged alien artifact. 5d6 fire damage to all targets within 15' of its point of impact; a
successful save vs. blast halves this damage. It also sets fire to any
Repairing an alien artifact is a form of magic research. It requires flammable material within this radius. Furthermore, any target
two weeks and costs 1,000gp per item, or 5,000gp if the item is damaged by its initial blast suffers an additional 1d6 fire damage
a vehicle. In addition, repairing a weapon, a suit of armor, or a on the next round.
general device requires one unit of spare parts, while repairing
a robot or vehicle requires one unit of spare parts per 10 hp Laser Rapier: When inactive, this weapon looks like a cylindrical
repaired. Chemicals, naturally enough, cannot be repaired. sword hilt without a blade. Upon the telepathic command of the
wielder, a blue glowing laser blade springs forth from the hilt.
Characters can sometimes find spare parts in Visitor hoards. Another telepathic command withdraws the laser blade. The
Otherwise, they may scrap alien devices for spare parts. A activated laser rapier deals 2d6 points of damage if used one-
weapon or general device usually provides 1 unit of spare parts if handed or 2d8 points of damage if used two-handed. A single
cannibalized, while armor provides 2, robots 1d10, and vehicles energy crystal, placed into its hilt, can power the laser rapier
3d10. In some markets, a merchant might sell alien parts at a for 30 rounds (5 minutes) of activation. Any, and only, arcane
cost of 100gp per unit. spellcasting classes may wield a laser rapier, regardless of other
weapon restrictions, as it seems to form a connection with their
WEAPONS spellcasting minds.
Dart Gun: This long, slender weapon uses compressed gas to
propel a tiny crystalline dart to long distances. The dart gun is Plasma Cannon: 4’ long and weighing 30 lbs, the plasma
completely silent. A dart gun can be loaded with three different cannon is the ultimate personal-scale plasma weapon. It fires a
types of darts – needle, tranquilizer, and poison. A needle large glowing green bolt of superheated matter at its target, up
dart, typically used for hunting small game, deals 1d4 points to a range of 300'. The plasma bolt deals 3d10 points of damage
of damage to its target. A tranquilizer dart forces the target to to its primary target and 1d4 points of damage to any target
save vs. Poison or be paralyzed for 1d6 rounds. A poison dart, within 5' of its primary target. The plasma cannon’s damage is
the rarest kind, forces the target to save vs. Poison or die within considered to be fire damage and it may ignite any flammable
one round. The darts come in a tubular magazine containing 5 material in its area of effect. The weapon requires five energy
darts and enough gas to propel them. When a character finds a crystal to fire; together they provide for 10 shots total. Only
dart gun as part of a hoard, roll 1d6: on 1-3, it comes with 1d3

Visitor Technology 97

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98 Visitor Technology

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Barbarian Conquerors of Kanahu

fighters, barbarians, assassins, lizardman gladiators, lizardman ARMOR


warriors, and other fully-martial classes may use this weapon. Enclosed Armor: A form-fitting suit of semi-rigid alien alloy
with a fully enclosed helmet, providing full protection from the
Plasma Grenade: This egg-shaped artifact is a potent explosive.
environment. Enclosed armor is designed to fit a Visitor's slender
It has three control buttons near its top, which set it to either
body but it may be adjusted by a character who understands
explode immediately on impact with any solid object, explode
how to repair it to fit any man-sized creature, using one unit of
on the next combat round, or explode if any creature comes
alien parts. It grants AC 7 and completely protects the wearer
within 5' of the device (after a one-round safe period). The
from any gas-based or liquid-based attacks, as well as from the
grenade causes 6d6 damage to any target within 15' of its point
effects of smoke. The suit also includes a life-support system; if
of impact; a successful saving throw vs. Blast halves the damage.
activated, it protects the wearer from suffocation or drowning
The plasma grenade’s damage is considered fire damage and
and provides him with thermographic vision (equivalent to 30’
may ignite any flammable materials in its area of effect. Plasma
infravision). The life support system requires one energy crystal
grenades may be used by any character who understands their
for every 24 hours of operation, though the wearer may also use
operation.
the suit with its life support unit inactive. Enclosed armor may
Plasma Pistol: A small hand-held directed energy weapon, the be used by fighters, explorers, barbarians, assassins, thieves, and
plasma pistol fires a glowing green bolt of superheated matter at other martial or thief-like classes. However, thief skills cannot
its target. It has a range of 210' and deals 2d4 points of damage. A be used while in enclosed armor.
single energy crystal placed into a groove in the rear grip allows
Environment Suit: A relatively lightweight sealed suit of
for 20 shots before being depleted. Like other plasma weapons, it
chemically-resistant, synthetic cloth covering the entire body,
causes fire damage and its shots may ignite flammable material.
including breathing mask, gloves, and boots. While worn, it
A plasma pistol is as easy to conceal as a dagger, and may be
completely protects the character from any airborne toxin or
used by any character who understands its operation.
radiation, smoke, and any liquid or acid effects or attacks. It
Plasma Rifle: The bigger military version of the plasma pistol, requires no energy crystals, grants AC 2, and may be worn by
the plasma rifle is 3’ long and weighs 10 lbs. It has a range of any character capable of wearing leather armor.
360' and deals 2d6 points of fire damage. It requires three energy
Force Field Belt: A belt adorned with a large buckle which

Technology
crystals, inserted below its barrel, which collectively provide 30
serves as a force field generator. When activated, it emits a
shots. The rifle may also be switched into rapid fire mode, which
bubble of transparent, red, shimmering energy surrounding the
grants two attacks per combat round, but drains three shots per
wearer, granting him AC 6. While this is not cumulative with
round of fire. Plasma weapons cause fire damage and their shots
any other worn armor – the armor with the better armor class
may ignite flammable material. The plasma rifle may be used
determines the character's overall AC – it is cumulative with any
by fighters, explorers, barbarians, assassins, thieves, and other
Dexterity bonus and any enhancements to AC from magical
martial or thief-like classes.
items, spells, or powers. The force field belt requires one energy
Stun Launcher: A squat device that uses condensed gas to crystal per day of operation and may be used by characters of
launch a gas-bomb to a range of up to 80'. The gas-bomb looks any class. These items are highly coveted by mages and other
like a transparent ball filled with a twirling green gas. Upon spellcasters untrained in the use of heavy armor!
impact, the gas-bomb bursts, releasing a cloud of greenish gas in
Force Field Belt, Advanced: A higher-quality version of
a 10' radius. Any living creatures within this radius must make a
the regular force field belt, the advanced device generates a
successful saving throw vs. Paralysis or fall unconscious for 1d6
transparent blue bubble of shimmering energy surrounding its
turns. The gas dissipates after one combat round. Reloading the
wearer, granting him AC 7. It also filters out smoke or any gas-
launcher with a new gas-bomb takes one round. A stun launcher
based attack. It is otherwise identical to the regular force field,
may be used by fighters, explorers, barbarians, assassins, thieves,
and like it, requires one energy crystal per day of operation. The
and other martial or thief-like classes.
advanced force field may be used by characters of any class.
Stun Prod: A hand-held baton-like device used to inflict
Powered Suit: A massive humanoid-shaped suit of armor larger
electrical damage on its targets. When turned off, it lacks the
than a human being. To don the armor, a character must open
mass necessary to even serve as a proper club. When turned on,
the armor from its front, strap himself into the body frame,
it emits a humming sound, crackles with electricity, and deals
and seal the suit. Once donned, the suit provides its wearer
1d3 electrical damage per hit; any living creature or robot hit
with AC 10 and completely protects him from any liquid- or
must also make a successful saving throw vs. Paralysis or be
gas-based attacks as well as from suffocation, drowning, and
paralyzed for 1d6 rounds. A single energy crystal placed into
even the crushing pressure of the deep ocean. It also completely
the stun prod’s hilt allows for 30 rounds of activation before
protects it wearer from hot or cold environments, from -80
requiring a replacement. The stun prod may be used by fighters,
degrees centigrade to 80 degrees centigrade, and halves any cold
explorers, barbarians, assassins, thieves, and other martial or
or fire damage dealt to the character. Because of its powered
thief-like classes.
limbs, the suit grants the wearer a movement rate of 40’ per
round (160’ per turn), a Strength score of 18. Punches with the
suit’s armored fists deal 1d6 points of damage. The suit's visor
provides the wearer with thermographic vision up to full line of
sight, even in total darkness. The suit even provides the wearer
with drinkable water! The suit, however, runs on energy crystals;
Visitor Technology 99

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Barbarian Conquerors of Kanahu

one crystal allows for a single hour (6 turns) of operation, and Combat Drug: A prepacked disposable automated syringe
the suit's back has slots for up to 24 crystals for a full day of containing a mixture of ultra-powerful synthetic stimulants and
continuous operation. When active, the suit does not burden pain-blocking chemicals. Each syringe contains enough liquid
its wearer at all. When dormant, or if carried, it weighs 20 stone for a single application. Once injected, the combat drug will
(300 pounds). Only fighters, barbarians, assassins, lizardman provide the character with +4 to all attack throws and damage
gladiators, lizardman warriors, or other fully-martial classes rolls, as well as to any saving throws made to resist a painful
may wear a powered suit. effect. The character is also immune to any fear effects, both
magical and mundane. The effect wears off within 1d6 turns and
Reactive Armor: This form-fitting metal vest, woven with
leaves the recipient exhausted, suffering from a -2 penalty to all
golden wire, covers the wearer's torso, granting AC 3. However,
attack throws, damage rolls, and saving throws, until he rests for
when a creature attacks the wearer in melee, the armor releases
at least 8 hours.
a painful electric discharge at the attacker. The attacker must
make a successful saving throw vs. Paralysis or suffer 1d6 points Gas Bomb, Poison: A round, transparent orb containing a
of electrical damage (robots suffer double damage). The armor’s foggy red vapor. If thrown, a poison gas-bomb shatters on
reactive discharge functions only 3 times a day, after which the impact, releasing a 10’ diameter cloud of deadly poison gas. The
armor must recharge until the next day. Reactive armor does gas has the effect of cloudkill. The poison gas floats at a pace
not require energy crystals, seeming to draw its power from of 10’ per round away from the thrower for 1d6 rounds before
static or biodynamic electricity. dissipating.
Silkweave suit: A suit of extremely lightweight, air-breathing, Gas Bomb, Stun: A round, transparent orb contain a coiling
bio-engineered fiber similar to spider silk, a silkweave suit green gas. If thrown, a stun gas-bomb shatters on impact,
weighs as much as regular heavy clothing, but provides the releasing a greenish cloud of incapacitating gas in a 10’ radius.
character with AC 4. It also protects the character from Any living creatures within the radius must make a successful
adverse environmental temperatures from between -20 degrees saving throw vs. Paralysis or fall unconscious for 1d6 turns.
centigrade to 50 degrees centigrade. A silkweave suit may be The stun gas dissipates after one round. While similar in effect,
worn by any character capable of wearing leather armor. handheld stun gas-bombs cannot be used as ammunition for
stun launchers.

Technology
CHEMICALS Healing Syringe: A prepacked disposable automated syringe
Any character may use any chemical, provided that he is familiar containing a powerful mixture of enzymes, antiseptics,
with it. antibiotics, painkiller and advanced wound-treating
Acid Bomb: An oval opaque orb, sickly yellow-green in color. medications. Each syringe contains enough liquid for a single
When shaken, it give the impression that it contains a liquid. application. Once injected, the medication will heal 3d6+3
If thrown, an acid bomb shatters on impact, splashing a highly points of damage on a living creature.
corrosive acid in a 15’ radius. Any creature splashed with acid Instant Armor: This black viscous liquid, typically encased in
suffers 3d6 points of acid damage. A successful saving throw vs. a cylindrical container, may be applied to the skin and clothing
Blast halves this damage. A creature who fails the saving throw of any character. Quickly drying, it functions as a suit of scaly
suffers another 1d6 points of acid damage on each of the next armor that grants the character AC 3. It also makes the character
three rounds, unless the acid is washed with a non-flammable resistant to fire and acid based attacks, providing a +2 bonus to
liquid such as water. saving throws against them. This armor crumbles to dust and
Anagathics: A prepacked, disposable, automated syringe wears off within 2d6 turns.
containing a mixture of ultratech chemicals and nano-bots. Each Juggernaut Drug: A disposable syringe filled with a bubbling
syringe contains enough liquid for a single application. Once red liquid, overloaded with powerful stimulants and painkillers.
injected, the anagathics allow the character to live five years Each syringe contains enough drug for a single application,
without aging – that is, without these years counted towards his which lasts for one hour (six turns). While under the influence
biological age. With repeated usage, however, there is a risk of of juggernaut drug, a character may keep fighting without
the anagathic regimen failing, with all the years of suspended penalty past zero points until 2d6 rounds elapses or until
aging returning to the character and aging him immediately. the character suffers additional damage equal to double his
The risk starts at 1% on the second dose and increases by 1% Constitution score, whichever comes first. At this point, the
for each dose thereafter. If more than 10 years of aging accrue character collapses. When treated, he suffers a -2 penalty on his
at once from regimen failure, the character must make a Mortal Wounds Table roll – which a resurrection serum (see
successful saving throw vs. Death or die immediately from the below) cannot negate.
resulting shock. Once an anagathic regimen fails, it cannot be
started again, and any additional doses of anagathics will force Learning Serum: A prepacked disposable automated syringe
the character to save vs. Death or die within 1d6 rounds from containing a cellular memory agent. Each syringe contains
system shock. enough liquid for a single application. Once injected, the
learning serum permanently grants the subject the ability to
fluently speak (but not read) a particular language. Learning
serums are produced by language oracles (see p. 106), and the
language granted by any particular serum will depend on what
language(s) the language oracle has been exposed to.
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Painkiller: A prepacked disposable automated syringe VEHICLES
containing a powerful analgesic agent. Each syringe contains Visitor vehicles are relatively small and easily controlled by a
enough liquid for a single application. Once injected, the single pilot. However, they are best piloted through a telepathic
painkiller will cause any pain experienced by the character to interface. A Visitor vehicle piloted by an arcane spellcaster has
fade away for 2d6 turns, as well as render the character immune full capabilities, but a Visitor vehicle piloted by a non-spellcaster
to pain for that time period. or a divine caster can only move at half speed and suffers a -2
penalty to all its attack throws and saving throws.
Panacea: A prepacked disposable automated syringe
containing broad-spectrum antibiotics, antidotes, and anti- Trying to pilot a vehicle on the field with no prior knowledge
viral pharmaceuticals. Each syringe contains enough liquid for of its operation – represented by field experimentation (see p.
a single application, and will cure any non-magical disease and 94) – is highly risky, and requires a 1d20 roll; a roll of 1-5 is a
neutralize any non-magical poison affecting character injected. mishap. Therefore, it is highly prudent to study vehicles carefully
The panacea requires 1d6 turns to take effect, but afterwards the using magic research or be taught how to use them by a skilled
character will be healed from the infection or toxin. pilot. Note that like all technological machines, Visitor vehicles
are take double damage from any electricity-based attack, such
Repair Nano-Gel: This cylindrical container contains a semi-
as the various lightning spells. Additionally, any vehicle hit by
transparent greenish gel. The gel includes a large number of
an electricity-based attack must save vs. Paralysis or have its
nano-bots programmed to help maintain and repair Visitor
computers scrambled for one round. While its computers are
technology. When applied to any damaged Visitor artifact, it
scrambled, a vehicle cannot move except to hover or stand in its
will completely repair it within 1d6 turns without requiring any
current location, and cannot use its weapons or special abilities.
spare parts.
Abductor: A massive flying ship used by Visitors for research,
Resurrection Serum: A large, automated syringe containing
exploration, and harvesting mortals for use in horrid
a glowing green liquid. The liquid is a monstrously powerful
experiments towards inscrutable ends. This giant squat cylinder,
chemical mixture with added medical nanites that facilitate a
with windows on all sides, lack the speed of the much smaller
critically injured creature's recovery. Each syringe contains
scout saucer, but it has space for crew, passengers, and multiple
enough serum for a single application, When injected into a
abductees. It flies in the air at a speed of up to 210' (70') and
mortally wounded character, the serum grants the character a
requires 20 energy crystals for each day of operation, with
+4 bonus to his roll on the Mortal Wounds Table (as if he had
five crystals fueling each of four cylindrical reactors located
been aided by 4th level magical healing).
on the abductor’s lower level. The abductor also has space for
Stimulant: A prepacked disposable automated syringe carrying an additional 100 crystals in its fuel holds. It requires a crew
powerful stimulants. Each syringe contains enough stimulant of four: one pilot (typically an arcane spellcaster); one gunner
for a single application. If injected, the stimulant will allow the (any martial class); one navigator (must have the Navigation
character to function without sleep for up to 72 hours with no proficiency); and one engineer (must be familiar with Visitor
penalty. Once the effect wears off, however, the character will energy sources). An abductor may carry up to 16 passengers
become excessively sleepy. After 1d3 turns, the character will fall and 6 robots, and its cryostasis tanks may hold 20 abductees of
into a deep sleep from which he cannot be awakened (even by up to Large size. The abductor is vacuum-sealed and completely
damage or an additional stimulant) for 1d6+6 hours. protects its passengers from any gas-based attack or smoke.
It may freely move underwater up to a depth of 300' (though
Truth Serum: A prepacked disposable automated syringe
below that its environmental seals will burst and flood the
carrying mind-altering drugs which will loosen the tongue
saucer) and fly in the vacuum of outer space while maintaining
of even the most close-lipped person. Each syringe contains
a breathable atmosphere and a stable temperature inside. It may
enough liquid for a single application. If injected, a creature
reach orbit and even fly to the moons, but primitive locals will
must make a successful saving throw vs. Poison or be affected
find it extremely difficult to control outside the atmosphere.
as per a charm person spell for 1d8 turns. The subject will
The abductor contains a laboratory used for vivisections and
truthfully and openly answer any question to his best ability
equipped with extensive instrumentations and documentation;
until the effect wears off.
it may function both as a library (see ACKS p. 117) and as a
Wonder Meal: This 1'' diameter red pill weighs almost nothing laboratory (see ACKS p. 123), equivalent to 10,000gp in value in
but contains all the nutrients required to feed a human-sized both cases, by spellcasters who fully understand how to use it –
being for a single day. It has no taste and offers none of the joy requiring either a teacher or full-scale magical research.
of eating.
Battleship: The ultimate Visitor war-machine, this massive
saucer is built for battle. Its full combat statistics are given on
p. 74. It flies in the air at a speed of up to 180' (90') and requires
40 energy crystals for each day of operation, with ten crystals
fueling each of four cylindrical reactors located on its lower
level. It also has space for an additional 200 crystals in its fuel
holds. A battleship requires a crew of four: one pilot (typically
an arcane spellcaster); one gunner (any martial class); one
navigator (must have the Navigation proficiency); and one
engineer (must be familiar with Visitor energy sources). It

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may carry up to 16 passengers and 12 robots. The battleship is powered surface travel; it has a fuel compartment capable of
vacuum-sealed and completely protects its passengers from any holding up to 30 crystals at once. When sealed, the submarine's
gas-based attack or smoke; it may freely move underwater up hull protects its occupants from smoke, gas, acid, and liquid
to a depth of 300' (below that its environmental seals will burst attacks. The submarine has enough living space for 6 people,
and flood the saucer) or fly in the vacuum of outer space while including cramped sleeping and eating quarters, and storage
maintaining a breathable atmosphere and a stable temperature space for 500 stones of cargo. The submarine model presented in
inside. It may reach orbit and fly to the moons, but as with these rules is unarmed, but it possesses AC 3 and 20 HD. Like a
the abductor primitive locals will find it extremely difficult to flying saucer (p. 74), a submarine cannot be harmed by ordinary
control outside the atmosphere. man-sized weapons, fire, wood-throwing artillery, or natural
attacks from creatures of huge size or smaller. Stone-throwing
Hoverbike: A hoverbike consists of a long shaft with scoop-like
artillery and gigantic creatures deal only 1/10th damage, while
machines underneath, two saddle-like structures on top, and a
colossal creatures and magic deal only 1/5th damage. However,
pair of steering handles on front. Up to two man-sized characters
Visitor weapons deal full damage to submarines, and electricity-
may ride the hoverbike, and its rear trunk may hold up to 10
based attacks deal double damage.
stone of equipment. The hoverbike flies through the air at a
speed of 300' (100') regardless of the number of riders. It offers Tank: An armored behemoth rolling on two mighty treads and
no protection to its riders, however. The hoverbike requires one carrying an imposing plasma cannon on its top turret, this is
energy crystal per 6 hours of operation. The vehicle’s shaft is a machine of war, rare among the Visitors, but frightening to
capable of holding up to eight energy crystals at once. behold. The tank is a monster on the battle field, with AC 10
and 10 HD. Like a flying saucer (p. 74), a tank cannot be harmed
Hoverboard: A hoverboard resembles a small, flat board,
by ordinary man-sized weapons, fire, wood-throwing artillery,
2' in length and 1' in width, with small scoop-like machines
or natural attacks from creatures of huge size or smaller. Stone-
underneath. Only an arcane spellcaster may use this board,
throwing artillery and gigantic creatures deal only 1/10th
guiding it telepathically while standing on it. It floats in the air at
damage, while colossal creatures and magic deal only 1/5th
an adjustable altitude, up to a height of 30', and moves at a speed
damage. However, Visitor weapons deal full damage to tanks,
of 150' (50'). It offers no protection to its rider. A single energy
and electricity-based attacks deal double damage. The tank is
crystal placed into a small compartment underneath will power

Technology
equipped with a mighty plasma cannon with a 300' range dealing
the board for up to 12 hours. The hoverboard’s compartment
5d8 points of fire damage to anyone within a 10' radius of its
may only contain one crystal at a time.
point of impact (a save vs. Blast reduces this damage by half).
Hovercar: a floating vehicle somewhat resembling a flat- The tank is very slow, moving at a pace of 60' (20'), but it ignores
bottomed open-topped boat. It has seats for 4 people and a cargo the effects of rough terrain. It carries 4 crewmen and up to 100
compartment capable of carrying up to 50 stone. It can travel as stone of cargo within its armored hull. Any character within the
high as 100' over the ground, including up mountain slopes, at tank is completely protected from any airborne toxin, smoke,
a speed of up to 210' (70'). It is unarmed but has AC4 and HD3; and radiation. A tank requires both a driver and a gunner. The
it has the saving throws of a 1st level fighter. A small power cell driver, as noted above, should be an arcane spellcaster, while the
powers the hovercar, requiring one energy crystal per 12 hours gunner must be a martial class such as a fighter, barbarian or
of travel, and having a fuel compartment for up to 4 crystals. lizardman gladiator. Both the driver and the gunner must be
familiar with the vehicle in order to use it properly. The driver's
Scout Saucer: A flat disc-shaped flying machine with a central
seat and gunner’s turret both have night-vision systems, allowing
bulging dome on top, the scout saucer is a single-pilot vehicle
the character manning them to see up to their line of sight even
with combat statistics described on p. 74. It may carry a pilot as
in total darkness. A powerful reactor powers the tank, requiring
well as up to four additional passengers, two robots, and 50 stones
an energy crystal per hour of operation. Its fuel compartment
of cargo. It may fly in the air at a speed of 300' (100'). The saucer
contains enough space for up to 20 crystals.
is vacuum-sealed and completely protects its passengers from
any gas-based attack or smoke; it may freely move underwater
up to a depth of 300' and fly in the vacuum of outer space while ROBOTS
maintaining a breathable atmosphere and a stable temperature The Visitors employ four types of robots – personal security
inside. It may reach orbit, and technically can fly to the moons, drones, scout drones, workbots and warbots. A robot found
though primitive locals will find it extremely difficult to control as treasure is inactive, but a successful research throw allows a
outside the atmosphere. A large cylindrical internal reactor character to reprogram it to obey his commands. Only arcane
powers the saucer. It consumes 10 energy crystals per day of spellcasters may program robots, as only the intelligence and
operation, and has space for a fuel load of up to 50 crystals. mental conditioning inherent in their occult craft allows the
primitive mortal's mind to understand the rudiments of alien
Submarine: This curious cylinder, 50' long and 20' in diameter, positronic programming. Trying to program a robot through
resembles a giant metallic fish. It has a series of windows along field experimentation (see p.94) is highly risky, and requires
its hull and a sealable airlock hatch in the fore. In water, it may a 1d20 roll; a roll of 1-5 triggers a mishap. Therefore, it is
sail at a speed of 200’ per round or 300 miles per day, either highly prudent to study robots carefully using magic research
atop the waves or underwater to almost any depth, maintaining or be taught how to use them by a skilled programmer. The
a breathable internal atmosphere throughout. A Visitor programmer may instruct the robot to obey oral commands
submarine propels itself by magnetic displacement drives by any character, including non-spellcasters, but an arcane
that require 5 energy crystals per day of underwater travel or spellcaster must perform the initial programming. Note that

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like all technological machines, Visitor robots are vulnerable to Workbot: Resembling an oversized mechanical spider, the
lightning damage and take double damage from any electricity- workbot is 5' wide, legs included, and weighs 200 lbs. The workbot
based attack, such as the various lightning spells. Additionally, is a tireless servant and an excellent builder, programmed for
any robot hit by an electricity attack must save vs. Paralysis or all methods of construction, and excellent in repair tasks. It is
have its positronic brain scrambled, rendering it unable to move generally unsuited for combat, possessing merely a short-ranged
except to hover or stand in its current location, and unable to (melee) plasma welder, but once per round, in lieu of attacking,
use its weapons and special abilities for the next combat round. it may repair any robot, saucer or other mechanical contraption
it stands next to. Such repairs restore 1d8 hit points to the target
Personal Security Drone: Resembling a 1’ diameter sphere with
machine at a cost of one unit of spare parts. The typical workbot
a 6” disk-shaped rim, the personal security drone is used by
comes equipped with 10 such units, and these stores may be
Visitors to augment the firepower and surveillance capabilities
replenished with other spare parts found or scavenged by the
of its landing teams. A personal security drone can fly at a speed
workbot’s owner. A workbot is also invaluable in construction
of 210’ (70’) and has the combat statistics given on p.81. Though
tasks; a single workbot has a construction rate of 10gp per day,
small, a personal security drone is both well-armored and
doing the job of no less than 20 primitive master craftsmen with
exceptionally maneuverable, and programmed to use evasive
their journeymen and apprentices in tow! A workbot requires 2
tactics, which accounts for its relatively high AC (6). It carries
energy crystals per day of operation and has space for 10 total
a single light plasma beam with a range of 50’. Personal security
crystals.
drones gain a +2 bonus to avoid surprise, and share this bonus
with their owner if he is within communication range. A single Warbot: A mechanical engine of war constructed of silvery
energy crystal powers a personal security drone for a day. The metal in a vaguely humanoid form, standing 9' tall, with metal
robot has only a single crystal slot, so the operator must replace claws, no mouth, and a single rectangular "eye" on its head. Its
a burned-out crystal by himself. combat statistics appear on p.81. A warbot weighs 1,000 lbs and
walks slowly, shaking the ground as it moves its mechanical
Scout Drone: A small saucer-shaped machine, 2' across and
weight. The warbot is the smartest of all Visitor robots and
weighing 20 lbs, used by Visitors for scouting and surveillance
can fight autonomously and employ complex tactics. A warbot
purposes. A scout drone can fly at a speed of 210' (70') and has
requires 5 energy crystals per day of operation and has space for
the combat statistics given on p.81. It is not as intelligent as
25 total crystals.
other robots but it is autonomous enough to undertake complex
surveillance tasks if appropriately programmed. A scout drone
contains several onboard holographic and sound recorders, and GENERAL DEVICES
the drone’s operator may instruct it to play the holograms and The following are general devices made by the Visitors and used
sounds upon its return. A single energy crystal powers a scout by them, which are not weapons, armor, chemicals, vehicles or
drone for a day. The robot has only a single crystal slot, so the robots. This has a very wide range, from sensors to telepathic
operator must replace a burned-out crystal by himself. devices to cloning vats and cryostasis tubes.
Breather: This small, flexible, semi-opaque mask is designed
to fit over the nose and mouth of man-sized humanoids. Any
character wearing a breather is immune to any airborne poison
or smoke. Any character may use a breather, and it requires no
energy crystals to operate.
Cloning Vat: A cloning vat resembles an 8' tall 4' diameter
canister standing on a 1' high, 5' wide square base, with a flat
rectangle projecting weird arcane symbols mounted on its side.
Only an arcane spellcaster with a full spell progression can
understand this alien interface and use the cloning vat. The
vat can be used to collect a tissue sample and perform a neural
scan on any living creature that enters the canister. This takes
one turn (10 minutes). Thereafter, if supplied with sufficient
organic materials (costing 10,000gp) and 10 energy crystals, the
vat can begin the cloning process. The cloning process requires
1d6 days and consumes all of the organic materials and energy
crystals. When it is complete, the vat will contain a perfect copy
of the cloned subject. The clone will have the same ability scores
and appearance the original subject had (or in the case of a
child subject, will have) at age 18. The clone has no memory of
his, her, or its past, but the neural scan does grant the clone the
ability to speak the original subject's native tongue and use all
of the original subject’s racial abilities and some of its acquired
skills. The neural imprint, however, is far from perfect. If the
original subject was a level 0 character, the resulting clone will
also be level 0, but will have only half (rounded up) the number

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of proficiencies the original subject had. If the original subject


was a classed character, the resulting clone will be of the same
class, with one-third the original subject’s level at the time of the
neural scan, rounded up. A cloning vat can indefinitely store the
genetic material and neural imprint of up to five subjects at a
time, allowing the subject to be cloned at a later date or cloned
multiple times. A wealthy mage with access to a stockpile of
energy crystals and high-level characters to clone might use
a cloning vat to create a band of skilled henchmen, though
expenses tend to discourage most mages from doing so. The vat
weighs 400 lbs, not including the weight of any subject within.
EXAMPLE: Bin-Zoran, a great mage, uses a cloning vat to
take a tissue sample and neural scan of his friend and lover,
Bint-Nirar, a 6th level fighter. Three years later, Bint-Nirar,
now a 9th level fighter, falls in combat, and Bin-Zoran
desires to create a clone of his dead lover based on the data
stored in the cloning vat. 10,000gp, 10 energy crystals and
5 days later, a clone of Bint-Nirar steps out of the vat. She
looks exactly as Bint-Nirar looked in her youth and can
generally function, think, and speak as a perfectly normal
young person, but she is merely a 2nd level fighter with
no memories of her "past". Note that if Bin-Zoran had re-
scanned Bint-Nirar just prior to her death, her clone would
have been 3rd level (9/3) instead of 2nd level (6/3).
Control Helmet: This silvery skullcap carries extensive

Technology
etheric filigree on its interior surface. It will fit any man-sized
humanoid. The control helmet was designed by the Visitors
to create highly-skilled, easily-controlled servants. The control EXAMPLE: Talitha was reduced to 0 hp in a battle with
helmet has two effects if worn. First, it renders the wearer highly warbots in an abandoned Visitor outpost. Her friend
pliable to the commands and influence of the Visitors; he will Ayana, who is familiar with cryostasis tubes, places Talitha
act as if charmed by any Visitors he encounters, and will suffer a into a tube in the outpost immediately after the battle. 5
-4 penalty on saving throws against enchantments by Nephilim. days later, when the party manages to bring a proper cleric
Second, it grants the wearer On-the-Spot understanding of to the outpost, Talitha is thawed and healed with magic.
any and all Visitor technology he encounters. However, the She rolls on the mortal wounds table as if she was treated
hypnotic programming of the control helmet forbids the wearer immediately after combat, and not more than one day later,
from writing down, teaching, or otherwise transmitting this so she suffers only a -3 penalty to the roll rather than the
newfound knowledge, and when the helmet is removed, the usual -10 penalty.
On-the-Spot understanding is wiped from his memory. A single
energy crystal will power the control helmet for one day of use. Electronic Scope: The electronic scope can be attached to any
ranged weapon, whether an advanced alien plasma gun or a
Cryostasis Tube: This 7' long, 3' wide metallic tube, set simple crossbow. The scope magnifies distant targets, reducing
horizontally in a rectangular under-carriage, has a small window the penalty to hit targets at medium range from -2 to 0, and at
on its top face. The tube can be opened to allow one man-sized long range from -5 to -3. The scope can also allow the user to
creature to enter or be placed within. When re-sealed, the view remote objects at a x24 magnification, though its field of
tube will put the subject into a cryogenic stasis, freezing him view is very narrow. Finally, the electronic scope provides the
indefinitely. At any time, a character familiar with the device equivalent of infravision when looking or aiming through it,
may manipulate the controls to thaw the subject, returning negating any darkness penalties. An energy crystal inserted into
him to life. While frozen, time does not pass for the character, a receptacle at the top of the scope provides enough power for
so mortally wounded or poisoned characters can be left alive up to 30 rounds (5 minutes) of use.
until better treatment becomes available (see ACKS 106).
Theoretically, a character may be frozen for decades, centuries, Glowstick: A glowstick is a sealed, flexible tube, about 1' long and
or even millennia inside this alien device. The cryostasis tube 3'' diameter, made of translucent material and filled with a light
includes its own micro-fusion battery with a lifetime of 5,000 greenish liquid. If bent, the glowstick will begin glowing with
years, and requires no external power. Any character familiar a strong green light (radiance as a torch). It glows continually
with the cryostasis tube may use it. A character familiar with for 6 hours (36 turns), and then is irrecoverably depleted. Any
the tube may even activate it from inside and thus put himself character familiar with a glowstick may use one.
into a cryogenic torpor if desired. The tube weighs 300 lbs, not Holographic Library: This 3'' high, 5'' radius, flat silver cylinder
including the subject's weight. has a curious slot open on one of its sides and a smaller cylinder
on its top. Its user may install a memory crystal (p. 107) into

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the side slot, thereafter accessing the memory crystal’s contents language oracle for one week. When found, a language oracle
via a holographic projection of text, images and sounds emitted will typically contain 1d6 language serums already formulated.
from the top cylinder. A single energy crystal provides sufficient
power to run the holographic library for one week. Only a
spellcaster may use the holographic library, as its operation
requires complex mental calculations. Using the library
effectively usually requires knowledge of the Visitor language,
as most holographic texts are written in that tongue. There
are many kinds of memory crystals but the most common are
database, metaphysical, and scientific crystals. See the individual
memory crystal descriptions for further details.

Mind Probe: These opaque bluish balls, 10'' in diameter, have


grooves on one side designed to accomodate the humanoid hand.
They serve the Visitors as communication relays, allowing for
long-range silent communications. For most characters, a mind
probe is of little use, but when an arcane spellcaster who knows
how to use this device puts his hand into the grooves, he enjoys
two very useful functions. First, the mind probe allows the user
Khepri Scarab Beetle: This metallic figurine is fashioned in to read the thought of any sapient living creature within 90’ once
the shape of a mechanical scarab beetle. If placed on a lock or per round, as per the ESP spell (see ACKS 76), with two-way
mechanical trap, and the command word spoken, the scarab communications up to that range if desired by the user of the
beetle will quietly burrow into the mechanism and, over the mind probe. Second, it allows silent, two-way communications
course of one turn, attempt to pick the lock or disarm the trap as up to a range of 1,000' between parties that both have operational
if it were an 11th level thief. If placed on a living creature (either mind probes. A single energy crystal allows for up to 20 uses of
through subterfuge or through a successful touch in combat), the mind probe; a round of communications consumes 1 use,
and the command word spoken, the scarab beetle will burrow while a round of brain probing consumes 2 uses.
into the creature’s body, seeking its heart or brain. If not halted,
Mind Shield: A light helmet with a wide translucent visor set in
the scarab beetle will kill the creature in 1d4 rounds. Either
a golden frame, the mind shield grants its wearer immunity to
dispel evil or dispel magic will halt the scarab beetle’s progress,
all mind-affecting powers and spells, including psionic or other
as will any of the various disable machine spells. Otherwise,
monster powers. However, the wearer himself may not cast any
the scarab beetle can be physically torn from the creatures body
spell or use any power which affects other creatures' minds,
with a successful attack throw. Tearing the scarab beetle out
voluntarily or not, while wearing the mind shield.
of the creature’s body deals 3d6 points of damage. While the
Visitors make use of this item, they did not create it, and it relies Multiscanner: This hand-held device resembles a flat rectangle,
on an internal power source (sufficient for 1d10+10 uses) rather 5'' from corner to corner, with a handle or grip on one side.
than energy crystals. When activated, it allows the character wielding it to perform
various sensor scans and access various remote sensors. Once
Language Oracle: This device, measuring 18” high and 12”
per round, the wielder can perform one of three types of sensor
wide, has a finely gridded disk mounted on its front and an
scans. A motion scan detects all moving creatures or objects
array of several crystal canisters mounted on its top. When
within a 30' radius except those hidden by walls 5' or more in
activated, the language oracle begins to record and analyze the
thickness. A scan for heat signatures locates any significant
language(s) spoken in its presence. After it has recorded and
sources of heat within a 30’ radius. Significant sources of heat
analyzed eight hours of a given language, the language oracle
include living creatures as well as burning fires of torch size or
will prepare a learning serum (p. 101) that grants knowledge
larger. A diagnostic scan examines the body of one living creature
of the language. The language oracle relies on the universal
within 3' and detects any injury, poison, or illness. Conducting
principles of grammar and the historical relationships between
a diagnostic scan grants a +4 bonus on any subsequent Healing
known languages in order to quickly analyze new tongues, so
proficiency throws to treat the creature. Furthermore, any
very obscure, esoteric, or alien languages may take longer to
character operating a multiscanner may interface with any
analyze. A single energy crystal provides sufficient power to run
tracking implant (p.107), scout drone (p.104), or other remote

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sensor to pinpoint the implant’s location or to see a holographic Portable Stasis Device: A silver circlet, traced with etheric
display of objects around the scout drone or remote sensor. filigree, designed to fit atop the head of a man-sized humanoid.
Only an arcane spellcaster may use this device. A single energy When placed on a living creature and activated, the creature
crystal provides sufficient power to conduct 25 sensor scans appears to die (as per feign death). The portable stasis device
before it is drained. actually pauses the subject’s metabolic activity. While under
the device’s influence, the subject does not age or heal, nor
Mutation Vat: The mutation vat resembles a cloning vat (p.
does time advance for any other time-dependent effects such
104); only characters who understand how to operate at least
as poison or mortal wounds. The subject’s metabolic activity
one of the two devices can distinguish them. A mutation vat is
can be restarted by removing the device from his head or by
equivalent to a crossbreeding laboratory (ACKS p. 123) worth
deactivating it. A single energy crystal will power a portable
20,000gp. A mutation vat requires 10 energy crystals each time
stasis device indefinitely.
it is used for crossbreeding, in addition to the usual costs of
crossbreeding. Psychic Amplifier: A semi-transparent oval filled with a weird,
glowing orange liquid, the psychic amplifier can only be used by
Memory Crystal, Database: This 1'-long transparent red
a mage (or other character capable of using mage items). It has
crystal contains a massive number of volumes covering a
three potential effects, all with a range of 30'; the target may resist
single field of study in meticulous detail. If installed into an
any of them with a successful save vs. Spells. First, it may evoke
operating holographic library, this memory crystal allows its
psychic fear within the target, forcing him to flee as far away as
user to access knowledge on its specific subject as if he had
he could from the user for 1d6 rounds, dropping anything he or
three ranks of Knowledge proficiency in that subject, as long as
she was carrying. Second, it may disrupt the target's thoughts,
the holographic library is in operation. Because of its complex
as per the confusion spell (ACKS p. 73). Third, it can subject
structure, only clerics and mages (or other characters capable of
the target to temporary hypnosis and mind control, as per
using cleric or mage items) who know the Visitor language may
the charm person spell (ACKS p. 72). A single energy crystal
use this memory crystal.
inserted into the rear of the psychic amplifier allows for ten uses.
Memory Crystal, Metaphysical: This 1'-long transparent red
Regeneration Vat: Similar to, but simpler than, the cloning
crystal contains a massive number of volumes dealing with
vat, the regeneration vat uses a specialized gel and robotic

Technology
metaphysics, mythology, and theology. If installed into an
surgical equipment to help characters heal their wounds. Only
operating holographic library, this memory crystal is equivalent
a spellcaster – whether arcane or divine - can understand the
to a 10,000gp library for the purpose of divine magical research
alien interface required to operate the regeneration vat. The
(ACKS p. 117). The character must have enough energy crystals
vat can heal a single living creature of all wounds, whether
to keep the holographic library running for the entire duration
ordinary or mortal. The subject must be inserted into the vat,
of magical research or the benefit of the library is lost. Only a
whereupon it enters a healing coma until removed. In the case
cleric (or other character capable of using cleric items, such
of a mortally wounded creature, immersing it in the vat triggers
as a cultist or priestess) who knows the Visitor language can
an immediate roll on the Mortal Wounds table with a +5 bonus
understand the deep divine philosophy in this memory crystal.
(not cumulative with that granted by a resurrection serum).
Memory Crystal, Scientific: This 1'-long transparent red Thereafter each day in the vat counts as three days of recovery.
crystal contains a massive number of volumes dealing with In the case of a creature with ordinary injuries (hit point loss),
weird science and alien technology. If installed into an operating it will recover 2d6 hit points per day of immersion in the vat. It
holographic library, this memory crystal is equivalent to a costs 1,000gp worth of organic materials and 5 energy crystals
10,000gp library for the purpose of arcane magical research to use the vat on a single creature for up to 5 days. A creature
(ACKS p. 117). The character must have enough energy crystals can be kept in the vat longer than 5 days, but the cost must be
to keep the holographic library running for the entire duration paid again.
of magical research or the benefit of the library is lost. Only a
Tracking Implant: This cylindrical device, 1'' in length, emits
mage (or other character capable of mage items) who knows
etheric emissions which can be picked up by a multiscanner
the Visitor language can understand the complex patterns and
from up to 10 miles away or by a saucer's sensors from up to
formulae in this memory crystal.
100 miles away, allowing the scanner to pinpoint the implant's
exact location. Inactive implants are stored inside disposable
injectors. The implant is typically injected into a subject's nose
(or equivalent orifice), allowing him to be tracked as described
above. The implant is powered by a tiny fragment of energy
crystal built into its cylindrical body and will function for a full
year after injection. Any character with the Healing proficiency
may implant a tracking implant into a subject, but using the
multiscanner requires an arcane spellcaster.
Visor of Sight: A box with a seemingly opaque window on its
front designed to fit over the eyes of any humanoid creature. The
visor of sight may be used by any character that understands
its operation. Once worn and activated, it allows the user to
engage three different modes. The first is thermographic vision,
Visitor Technology 107

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granting the user to see heat up to his line of sight even in pitch Weapon Table
darkness. The second is distant viewing, allowing the character
Roll (1d100) Weapon
to magnify distant objects up to a 24x magnification, reducing
1-25 2d6 Energy Crystals
the penalty to hit targets at medium range from -2 to 0, and at
long range from -5 to -3. The third is short-range magnification, 26-50 Plasma Pistol
revealing the fine details of an object at hand. This provides a +2 51-60 Dart Gun
bonus to any task requiring close attention to details, such as the 61-70 Plasma Rifle
Healing proficiency. A single energy crystal powers the visor of 71-75 1d4 Incendiary Bombs
sight for up to 6 hours before requiring a replacement. 76-80 1d4 Plasma Grenades
81-85 Flamer
VISITOR HOARDS 86-90 Stun Prod
The alien Visitors bring their own technology with them and 91-94 Stun launcher
rarely take interest in the worldly treasures so coveted by 95-97 Plasma Cannon
mortals. Their treasure comes in two ways. First, most Visitors 98-99 Laser Rapier
usually carry weapons and some wear armor or forcefield 00 Fusion Launcher
belts. These items can be salvaged from their corpses as per
the scavenging rules (ACKS p. 209-210). Second, any Visitor Armor Table
party, saucer, robot or outpost will contain a hoard of useful Roll (1d100) Armor
technology, as given in the following tables. Roll once for a small 1-20 2d6 Spare Parts
party, saucer or outpost or a small number of robots, twice for a 21-50 Force Field Belt
medium one and three times for a large one. Note that Visitors 51-60 Force Field Belt, Advanced
are sophisticated aliens from another world and will readily use 61-75 Silkweave Suit
any and all available technology to their best advantage. 76-85 Environment Suit
86-90 Reactive Armor
Roll Hoard Type
91-98 Enclosed Armor
(1d10) Party Saucer Robot Outpost
99-00 Powered Suit
1 2d6 Spare 4d6 Spare 1d4 Spare 6d6 Energy
Parts Parts Parts Crystals
Robot Table
2 3d6 Energy 4d10 Energy 1d8 Spare 1d6 weapons
Crystals Crystals Parts Roll (1d100) Robot
3 1d3 1d6 1d6 Energy 1d4 crates 1-15 3d6 Spare Parts
(additional) Weapons Crystals of 50 Spare 16-30 Personal Security Drone
weapons Parts each 30-60 Scout Drone
4 1d3 Suits of 1d6 Suits of 2d6 Energy 1d8 Suits of 61-90 Workbot
Armor Armor Crystals Armor
91-00 Warbot
5 Chemicals Chemicals 1 Weapon 2d6
Weapons
Vehicles Table
6 Chemicals Chemicals Chemicals General
Device Roll (1d100) Vehicle
7 Chemicals Box of 25 General Chemicals 01-25 Hoverboard
Energy Device 26-50 Hovercar
Crystals
51-85 Hoverbike
8 4d6 Spare Crate of 50 3d6 Energy Crate of 1d6
86-90 Scout Saucer
Parts Spare Parts Crystals x 20 Energy
Crystals 91-95 Submarine
9 General Robot Chemicals 1d4 Robots 96-97 Abductor
Device 98-99 Tank
10 Robot Robot 2d6 Spare 1d3 Vehicles 00 Battleship
Parts

108 Visitor Technology

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Barbarian Conquerors of Kanahu

Chemical Table
Roll (1d100) Chemicals
1-12 2d6 Wonder Meals
11-24 1d6 Water Purification Pills
25-36 1d3 Healing Syringes
37-40 Language Serum
41-50 Instant Armor
51-60 1d3 Painkillers
61-63 Juggernaut Drug
64-70 1d6 Panaceas
71-80 1d3 Stimulants
81-83 Acid Bomb
83-86 Truth Serum
87-88 1d3 Combat Drugs
89-90 1d2 Resurrection Serums
91-92 Repair Nano-Gel
93-95 Gas Bomb, Stun
96-97 Gas Bomb, Poison
98-00 Anagathics

General Devices Table


Roll (1d100) General Device
1-10 4d6 Energy Crystals

Technology
11-15 Portable Stasis Device
16-20 Control Helmet
21-35 Glowstick
36-38 Language Oracle
39-40 Kepru Scarab Beetle
41-50 Breather
51-55 Mind Probe
56-59 Holographic Library
60-65 Tracking Implant
66-70 Multiscanner
71-72 Electronic Scope
73-75 Visor of Sight
76-80 Memory Crystal, Database
81-84 Memory Crystal, Metaphysical
85-90 Memory Crystal, Scientific
91-92 Psychic Amplifier
93-94 Regeneration Vat
95-96 Cryostasis Tube
97-98 Cloning Vat
99-00 Mutation Vat

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110 Visitor Technology

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Chapter 6: The Spells of Kanahu

jeff beaumont (Order #31282357)


NEW SPELLS caught within the area of effect are rendered nauseous for 1d4+1
Acid Arrow Range: 240’ rounds. A successful saving throw vs. Poison avoids the nausea.
Arcane 1 Duration: 2 rounds A nauseated creature cannot attack, cast spells, or speak. A
nauseated creature can move away from the source of nausea (or
A magical arrow of acid springs forth from the caster's hand and take actions in lieu of moving to relieve themselves of whatever
speeds towards its target. The caster must succeed on an attack is inducing the nausea), but cannot otherwise move. Nauseated
throw to hit the target. Because armor provides no protection creatures are still able to defend themselves.
against the arrow’s acid, the attack throw ignores the target’s
AC bonus from armor or shield (but not from Dexterity, Call Leviathan Range: 10’
displacement, etc.). If the acid arrow hits, it immediately deals 2d4 Divine (Cultist) 5 Duration: 1 hour
points of acid damage with no saving throw. If not neutralized, The cultist calls forth the Leviathan – the Chaotic horror of the
the acid continues to burn for one round, dealing an additional seas, avatar of Rahab – from the depth of the ocean to bring
2d4 points of damage on the caster’s next initiative. For every two destruction to his foes. The cultist may cast this spell only while
caster levels above 1st, the caster may fire an additional arrow in or within 10’ of open ocean. It requires one full turn (10
(two arrows at 3rd level, three arrows at 5th level 3, four arrows at minutes) to call Leviathan and the spell is so taxing that it can be
7th level, and so on). The caster may fire all of his acid arrows at performed but once per week. The Leviathan serves the cultist for
one target or distribute them across multiple targets, as desired. up to one hour, provided that the cultist concentrates on nothing
Animate Statue Range: touch but controlling the creature. Spell casting, combat, or movement
Arcane 3, Divine 3 Duration: 1 turn per level over half the normal rate results in loss of concentration. The
cultist, while in control of the Leviathan, can dismiss it back to
The caster touches one ordinary nonmagical statue and grants the watery abyss at will (doing so on his Initiative if in combat).
it a semblance of life. Animated statues have the monster If the cultist loses concentration, control of the Leviathan is lost
characteristics provided for by the monster entry in ACKS and cannot be regained. The Leviathan then seeks to bring utter
(Statue, Animated on p. 196) based on the material of the destruction the conjurer and all others in its path. Only dispel
original statue (treat any metal as "iron" for this purpose). The magic or dispel evil will force the leviathan back into the depth
animated statue’s alignment is always that of the caster. Once the once control has been lost. An uncontrolled leviathan may, of
spell duration expires, the statue returns to an inanimate state in course, choose to retreat to the depth once again, after laying
the position and stance it had in its last action. Animate statue waste to the area.
lasts for one turn per caster level or until the statue is destroyed
or dispelled. If the caster dies or becomes unconscious before Detect Technology Range: 60’
the spell expires, the statue becomes uncontrolled and attacks the Arcane 2 Duration: concentration
nearest target until the spell ends. The spellcaster is able to detect technological objects, machines,
Blink Range: self or creatures within the given range by sight, seeing them
Arcane 2 Duration: instantaneous surrounded by a pale glowing yellow light. Only the caster sees the
glow. Invisible machines, objects, and creatures are not detected
Upon casting this spell, the caster immediately teleports from by this spell. However, if the invisibility is due to technology, the
his current location to any spot he chooses within a 360’ range. emanations of the invisibility-inducing technology will be seen
However, this spell is subject to errors as per the teleport spell as an amorphous glowing fog, possibly allowing the caster (only)
(see ACKS p. 88). to attack the invisible object, machine, or creature at an attack
Bygone Range: touch penalty of only -2.
Arcane 3 Duration: instantaneous Disable Machine Range: 60’
The caster can teleport the creature touched up to 360' in any Arcane 2 Duration: 1 round
direction chosen by the caster. Teleporting an unwilling target per caster level
requires a successful attack throw to touch it, and the target may A barrage of etheric pulses and transmissions leap from the
avoid the effect by succeeding on a saving throw vs. Spells. The caster's mind and into a machine within range, potentially
spell cannot teleport the target into solid matter, but can teleport scrambling its electronics. The target can be a robot, a vehicle,
it high in the air. The spell teleports the target's worn and carried or any other machine up to 10' x 10' x 10' in size. The target is
possessions along with the target. disabled for one round per caster level unless it succeeds on a
Blob of Goo Range: 60’ saving throw vs. Paralysis. A disabled robot or machine cannot
Arcane 1 Duration: instantaneous attack, cast spells, move, speak, or otherwise function. All attack
throws against a disabled machine gain a +2 bonus, or a +4
The caster conjures a blob of utterly disgusting goo from the
bonus if the attacker ambushes or backstabs it. The disabled
nether-realms of chaos and decay, then magically hurls it to a
machine is dealt the attack’s ordinary damage, or the attack’s
designated spot within 60' range, where it explodes into a 15'
ordinary damage multiplied by two or more from ambush or
diameter sphere of stomach-retching awfulness. Any creatures
backstab. (Unlike helpless creatures, disabled machines cannot
within the area of effect suffer 1d4 points of damage per caster
be automatically “slain”.)
level, to a maximum of 3d4 damage at level 3. A successful
saving throw vs. Blast avoids all damage. In addition, creatures

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Barbarian Conquerors of Kanahu

Dragon’s Breath Range: 0’ down all targets within the area of effect. A successful saving
Arcane 5 Duration: instantaneous throw vs. Blast reduces damage suffered by half and allows the
The caster breathes forth a cone of fire 60' long and 30' wide. creature to keep its feet.
Any creatures within the area of effect will suffer 1d6 points Mind Blast Range: 0’
of damage per level of the caster, or half that with a successful Arcane 3 Duration: instantaneous
saving throw vs. Blast.
The caster emits a psychic "scream" in all directions that dazes
Ghost Walk Range: touch friend and foe alike. The caster himself is immune to the effect,
Arcane 3 Duration: 1 turn but each other creature within 20’ of the caster must make a
This spell renders the creature touched both invisible and successful saving throw vs. Paralysis or be incapacitated by
inaudible. The spell lasts for one turn or until the ghost walking the mind blast for 1d4+1 rounds. Incapacitated creatures are
creature attacks or casts a spell, whichever comes first. knocked out and helpless, unable to see, hear, speak, or act until
the effect expires. All attack throws against helpless creatures gain
Heart of Gold Range: touch a +2 bonus, or a +4 bonus if the attacker ambushes or backstabs.
Arcane 3 Duration: instantaneous Melee attack throws against helpless creatures automatically hit
The caster transforms the heart of the creature touched into if the If the attacker is of the same or larger size category than the
pure gold, instantly slaying the creature. Touching an unwilling helpless creature. If the attacker is not engaged, and his attack
target requires a successful attack throw, and the target may is capable of damaging the helpless creature, then the helpless
avoid the effect with a successful saving throw vs. Death. The creature may be automatically slain. The attacker may not cleave
heart, if extracted from the target’s corpse, is worth 1 GP per thereafter, however. Otherwise, the helpless creature is dealt
XP the target was worth - the bigger and more ferocious the the attack’s ordinary damage, or the attack’s ordinary damage
creature is, the more valuable its golden heart! multiplied by two or more from ambush or backstab.

Magnetic Pulse Range: 30’ Nova Range: 0’


Arcane 5 Duration: instantaneous Divine 3 Duration: instantaneous
This spell generates a magnetic pulse emanating from the caster The caster glows like a burning star, flooding his surroundings
capable of shorting the circuits of robots and other technological with brilliant starlight for a brief second. Any living creature
machines in the area. Up to 4D8 HD of robots or other machines within 20’ of the caster are blinded for 1 round. Undead within
within 30' of the caster can be affected. Each affected robot or 20’ of the caster are blinded for 1 round and dealt 1d8 damage
other machine must succeed on a saving throw vs. Death or be per caster level. A successful save vs. Spells avoids blindness
destroyed by a critical electronic meltdown. The spell works on and reduces any damage by half. A blinded creature suffers a
any machine of up to 10’ x 10’ x 10’ in size, including robots, -2 penalty to surprise rolls and a -4 penalty to all attack throws
vehicles, and non-sentient machines (such as generators), but is and has its movement rate reduced to ¼ its normal rate. The

Spells
harmless to living and undead creatures. light of a nova spell counts as sunlight for purposes of monster
vulnerabilities.
Mage Fingers Range: 10’
Arcane 1 Duration: 1 round Network Shutdown Range: 60’
Arcane 6 Duration: 1 round per level
This spell allows the caster to telekinetically move a single
inanimate object within range up to 20’ in any direction desired This spell blasts the positronic brains of robots and other
for one round. The object must weigh no more than 2 stone per machines within 60’ with erratic etheric signals and magnetic
caster level. This spells allows the caster to pull distant levers, fluctuations. The caster can affect his choice of 4D8 HD of
grab treasures at a safe distance from any traps which may be robots or other machines of up to 10’ x 10’ x 10’ in size. Each
involved in their manipulation, and so on. affected robot or other machine must succeed on a saving
throw vs. Paralysis or be disabled for one round per caster
Meteor Range: 150’ level. A disabled robot or machine cannot attack, cast spells,
Arcane 3 Duration: instantaneous move, speak, or otherwise function. All attack throws against
The caster conjures a star of pure fire in his hands and hurls a disabled machine gain a +2 bonus, or a +4 bonus if the
it towards any point of space he desires within 150'. On a attacker ambushes or backstabs it. The disabled machine is dealt
successful attack throw against AC 0, the meteor explodes at the the attack’s ordinary damage, or the attack’s ordinary damage
designated point. On a failed attack throw, the meteor deviates, multiplied by two or more from ambush or backstab. (Unlike
exploding at a point 2d6x10’ away from the designated point in helpless creatures, disabled machines cannot be automatically
a random direction (roll 1d12 for the clock direction of scatter). “slain”.)
On an unmodified attack throw of 1, the meteor detonates in the
caster's hands. When the meteor explodes, it deals 1d6 points of
damage per caster level, to a maximum of 6d6 points of damage,
to everything within a 20' diameter sphere; furthermore, the
spell generates a significant amount of overpressure, knocking

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114 New Spells

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Barbarian Conquerors of Kanahu

Plague of Shadows Range: 10’ Stream of Sludge Range: 0’


Arcane 3 Duration: 1 turn per level Arcane 3 Duration: instantaneous
From a deep well of shadow, the caster calls forth a plague of A stream of steaming acidic sludge, glowing a sickly shade of
2d4 shadows to serve him (see the Monsters chapter of ACKS, green, gushes from the caster's outstretched finger. The stream
p. 192, for details). The summoned shadows are hostile to the covers a 60' by 5' line emanating from the caster and causing
caster, but as long as he concentrates on controlling them, they 1d6 damage per caster level to any creature caught within it.
will be forced to do his bidding. The shadows remain for one Creatures who successfully save vs. Blast suffer half damage.
turn per caster level, and then blend back into the surrounding In addition, creatures caught within the blast are rendered
shadows. If the caster’s concentration is broken before the end nauseous for 1d4+1 rounds unless they succeed on a saving
of the spell's duration, the shadows will attack the caster out of throw vs. Poison. A nauseated creature cannot attack, cast spells,
spite, or, if he is not alive, the nearest living target. This spell or speak. A nauseated creature can move away from the source
may only be cast in the dark or underground, where shadows of nausea (or take actions in lieu of moving to relieve themselves
are deep enough to draw shadow-monsters out of them; it will of whatever is inducing the nausea), but cannot otherwise move.
not work in the wilderness by day nor even in bright moonlight. Nauseated creatures are still able to defend themselves.
Psychic Assault Range: 90’ Summon Deep Ones Range: 10’
Arcane 3 Duration: instantaneous Arcane 3, Divine (Cultist) 3 Duration: 1 turn per level
The caster lashes out at with his mind at a target creature within To summon deep ones, the caster must be standing next to a
90’, slashing and burning the target's psyche and scarring its body of water at least 3' across and 1' deep. The spell calls forth
brain tissue. The target suffers 1d6 points of damage per caster 2d4 Deep Ones from the body of water to serve him (see p. 69
level unless it succeeds on a saving throw vs. Spells to resist the of the Monsters of Kanahu chapter for details). The Deep Ones
psychic assault. will obey the caster's every command for one turn per caster
level. The Deep Ones vanish instantly if destroyed or dispelled.
Scorching Ray Range: 30’
Otherwise, once the duration is over, any surviving Deep Ones
Arcane 2 Duration: instantaneous
walk back to the water and disappear into it.
A searing ray of fire erupts from the tip of the caster’s finger
towards a target creature. The caster must succeed on an attack Summon Shoggoth Range: 10’
throw to hit the target. If the scorching ray hits, it deals 1d6 Arcane 2, Divine (Cultist) 2 Duration: 1 day
damage per caster level, to a maximum of 4d6. No saving throw From the darkness between the stars, the caster calls forth an
is allowed to avoid this damage. For every two caster levels embodiment of raw Chaos – the shoggoth (see p. 86 of the
above 1st, the caster may fire an additional scorching ray (two Monsters of Kanahu chapter for details). This amorphous
arrows at 3rd level, three arrows at 5th level 3, four arrows at 7th blob seeps from cracks in reality and obeys the summoner's
level, and so on). The caster may fire all of his scorching rays at will. However, this requires concentration, lest the shoggoth

Spells
one target or distribute them across multiple targets, as desired. turn on the sorcerer and his friends. The summoner, while in
control of a shoggoth, can dismiss it to the Outer Darkness at
Shield of Mawat Range: self
will (doing so on his Initiative if in combat). If the spellcaster
Divine (Blessed Undertaker) 1 Duration: 1 turn per level
loses concentration, control of the summoned shoggoth is lost
Mawat, the Neutral god of the dead, shields his blessed and cannot be regained. The creature then seeks to attack and
undertaker from the undead – those animated by souls stolen consume the summoner and all others in its path. Only dispel
from his halls. The shield of Mawat grants the caster AC 7 magic or dispel evil will banish the shoggoth once control has
against melee attacks and AC 5 against ranged attacks by undead been lost. An uncontrolled shoggoth may, of course, choose to
creatures for one turn per level. return to the realms of Chaos on its own; such creatures will
Short Circuit Range: 60’ never choose to remain on the Material Plane for long.
Arcane 3 Duration: instantaneous Toad Range: 60’
The spell can cause a critical short circuit in a target machine. If Arcane 1 Duration: 6 turns
the target fails a saving throw vs. Death, its circuits fry beyond The caster points at one living corporeal target within range and
repair, rendering it inoperative. The spell works on any machine utters a terrible curse that can transform the target into a filthy
of up to 10’ x 10’ x 10’ in size, including robots, vehicles, and toad. A save vs. spells negates this effect. While in toad form,
non-sentient machines (such as generators), but is harmless to the subject is nothing but a slimy amphibian, and also has the
living and undead creatures. physical and mental characteristics of one; once the duration
ends, he returns to his normal self.

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Torrent of Sewage Range: 0’ Town Portal Range: self
Arcane 3 Duration: instantaneous Arcane 3 Duration: instantaneous
A torrent of filthy sewage water erupts from the caster's open The caster instantly teleports himself, along with his carried and
hand in a 60' long, 10' wide cone, knocking down creatures in worn equipment, to the nearest town (Market class V or higher)
its path and surrounding them with an unbearable odor. The within 10 miles, without error or risk. If there are no towns
effect on any creature caught in the torrent depends on the within 10 miles, the spell has no effect.
creature’s size. Tiny creatures (the size of a house pet or smaller)
Ward Against the Dead Range: self
are knocked down and rolled 1d4x10', taking 1d4 points of
Arcane 1, Divine 1 Duration: 1 turn per level
nonlethal damage per 10'. If flying, a tiny or smaller creature
is blown back 2d6x10' feet and takes 2d6 points of nonlethal This spell creates a holy barrier that protects the caster and any
damage due to battering and buffeting. Small creatures, such as non-undead creatures within 5’ of him from the foul touch of
halflings or goblins, are knocked prone by the force of gushing undead creatures. The ward against the dead prevents bodily
sewage, or if flying are knocked back 1d6x10' feet. Man-sized contact by undead. The ward causes the natural weapon attacks
creatures are unaffected by the torrent's pressure if standing on of undead to automatically fail, and causes the creatures to recoil
firm ground, but if they are flying, they are knocked back 1d6x5' if such attacks require touching a warded creature. The spell’s
feet. In addition, creatures caught within the torrent of sewage protection against contact by undead ends if the caster or any
are rendered nauseous for 1d4+1 rounds unless they succeed on protected creature makes an attack against, casts a spell on, or
a saving throw vs. Poison. A nauseated creature cannot attack, tries to force the barrier against, a blocked undead.
cast spells, or speak. A nauseated creature can move away from
the source of nausea (or take actions in lieu of moving to relieve
themselves of whatever is inducing the nausea), but cannot
otherwise move. Nauseated creatures are still able to defend
themselves.

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Chapter 7: The World of Kanahu

jeff beaumont (Order #31282357)


WELCOME TO KANAHU and glory. With the exception of particularly corrupt Chaos
Kanahu is a lush land of vast jungles, deep swamps, and searing worshippers and dark sorcerers, most people have motivations
deserts, where small city-states of lizardmen stand as isolated to their action other than "doing good" or "doing evil" – usually
beacons of civilization while dinosaurs, giant insects, and they are motivated by normal human vices such as greed, lust for
bloodthirsty barbarians rampage in the untamed wilds outside power, or the thirst for vengeance.
these pockets of Law. Ancient ruins of dead Sakkara and even
older, fouler, empires lie ready for plunder, glistening with
gold and artifacts, but guarded by monstrosities from beyond ADAPTATION NOTES
the grave, wild beasts, and the horrid minions of Chaos. Law- The lands of Kanahu constitute a complete sword & sorcery
abiding men and lizardmen huddle behind cyclopean walls and setting in their own right. However, much of this content could
pray to their gods, while in the shadows of civilization and in be easily ported and converted to other sword & sorcery settings,
the barbarity of the Wilds, degenerate cultists make sacrifices to including that of the Auran Empire, the default setting of ACKS.
the Chaotic powers Urban civilization is often corrupt and weak, If you like any of the lands, city-states, factions or other parts of
ripe for conquest by vigorous barbarians untainted by the sins the Kanahu setting, feel free to lift it and insert them into any
of civilization, ready to forge new kingdoms out of the ruins of other sword & sorcery or fantasy setting. The main points you
the old. should pay attention to when converting such material are that
Kanahu lacks mammals except for humans and cats, and thus
This is a sword and sorcery setting with a Mediterranean to if converting them to a more conventional setting, you might
Tropical climate (Punt and Mala, specifically, are tropical), want to add in some mammal life. More importantly, some of
and with a strong focus on reptiles (dinosaurs, lizardmen, and the Kanahu locations possess advanced alien technology above
serpentmen are prime examples), insects, utterly alien – and and beyond that of the typical fantasy setting, which should be
tentacled - "Outer Gods", city-states, and strange monstrosities. handled with care. The Auran Empire includes an advanced
The setting’s technology is that of the Late Bronze Age and Early alien race, the Khepri, that can easily stand in for the Visitors
Iron Age – more primitive than the ACKS defaults, though and explain the presence of high tech, but if your setting does
there have been a few advances towards the Early Medieval, and not have such creatures, technological items may need to be re-
wondrous relics of the forgotten human past are hidden in deep skinned as magic.
tombs under dead Sakkara. Dinosaurs and their kin replace all
mammals (except for men, and the cats who came with men) Apart from those two issues, most of the locations given in
both as wild beasts and as domesticated animals. this chapter can be easily inserted into any warm-temperate
or subtropical, or tropical region in your favorite campaign
The civilizations of Kanahu resembles those of the Late Bronze settings. The locations will fit best relatively lawless areas devoid
Age or Early Iron Age as well. This is a time of tribes, petty city- of a strong central government, and typically work particularly
state tyrants, greedy merchant houses, and barbarian hordes well with the backwards, barbarous regions in your setting. In
forever threatening the crumbling borders of civilization. Most the Auran Empire setting, for instance, the Harat Coast might be
people live in small villages surrounded by yawning wilderness placed below the Waste, adjacent to the Ivory Kingdoms.
or in walled city-states rife with corruption and bursting
with decadent wealth. Beyond the walls of these cities lies The alien Visitors and the ancient serpentmen (and human
wilderness, raw and untamed; much of it never settled, many of ancestors) can be replaced, if required, by more standard fantasy
its grasslands never plowed and forests never felled. There are, species. The Visitors may become Khepri, dark elves, or even
however, ruins scattered about these otherwise-unsettled lands – deep gnomes and their technology replaced, if desired, by magic
those of civilizations long dead, be that the Serpentmen, ancient (or by clockwork technology in case of gnomes). In the Auran
Humanity, or the alien Visitors. There, aspiring warriors from Empire campaign setting, the serpentmen can be replaced by
primitive lands test their mettle and the bronze edge of their the ancient Argollëans, Thrassians, Zaharans, or by any undead
swords against the creations of ancient Science, hoping to return Chaotic force of an ancient fallen empire.
to the teeming bazaars laden with ill-gotten technical wonders. If desired, one may add more standard fantasy races to areas
More often than not, they never return. depicted in this setting, or even replace them altogether with
When running Kanahu as a game setting, run it fast and loose. more familiar species. Generally speaking, dwarves would do well
Think in "gonzo" terms – big muscled loin-clothed barbarians in Khishrom and the mountains around it, and elves in the cedar
with oversized axes and swords battle terrible, monstrous forests to the north of Kanahu. Punt and Mala might become
sorcerers and the tentacle monsters they summon; flashy alien Eleven kingdoms and the Chaotic lizardmen can become dark
technology finds its way to the hands of backwards tribespeople; elves if desired, though the lizardmen do fit as they are in most
cities are big, dazzling in color, and rotten to the core with fantasy worlds – indeed this may be a chance to change the pace
corruption; wealth is extreme, and so is poverty. Think in big from the barbaric lizardmen of more standard settings to let the
terms, those of paperback sword & sorcery tales rather than players explore the theme of civilized lizardmen and their rich,
of the more laid back stories of 'proper' high fantasy. Similarly, mysterious civilization.
describe morality and motivation in shades of grey rather than The easiest way to add this setting to your campaign world could
in black and white; while "black" cosmic evil is not unheard of in be by setting it on a new, undiscovered (or barely explored)
these tales, heroes rarely are knights in shiny armor, and instead continent. The players, coming by ship, flying monster and/or
are typically mercenaries, rogues, petty thugs, and barbarian transportation magic to these distant shores, will discover the
warriors out to prove themselves to the world and win gold opulent cities of the lizardmen and the city-states of humanity,

118 Welcome to Kanahu

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World

Welcome to Kanahu 119

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and may bring back weird alien artifacts to their homelands, or little vegetation, except for in the few oases, and is very sparsely
attempt to conquer these lands for the glory of kings far to the populated by nomadic human tribes and secluded geckoman
west overseas. communities. In Queddar it is almost always horribly hot by day
and freezing cold by night. This barbarian land, however, gives
rise to strong warriors adept at surviving the desert, tracking in
THE KNOWN WORLD the wilderness, and performing great feats of dinosaur-riding.
The default setting of this book is the region encompassing
Kanahu, Sakkara, and Punt, as well as several additional South of Sakkara and Queddar, beyond the Great Mountains,
uncivilized areas, on the coast of the Sea of Sunset (also simply lies the rich and tropical Punt, homeland of the lizardmen. Once
called "the great sea"). This region is 960 miles long from a mighty empire ruled by a single Grand Matriarch of Tollan,
north to south, and 720 miles wide from east to west. Climate today it is split into a number of independent city-states. Chief
overall is warm; it ranges from highly humid tropical heat in among these is Cibola, the City of Gold, which is rich beyond
Mala and Punt, through a searing desert dry heat in Sakkara imagination – the destination of many a trader from far-away
and Queddar, to what would be called a Mediterranean climate Kanahu. North of it is the smaller City of the Crescent Sun,
in Kanahu itself. Snow is almost unheard of, except for on the and to the east is the vile City of the Sunken Moon, under the
peaks of great mountains. This known part of the world is tyranny of the Chaotic lizard-sorceress Manatxu. Punt enjoys
bound, from the west, by the sea; from the south, by the dense a tropical climate, and is mostly composed of rainforests and
jungles of Mala; from the southeast, by more jungle; from the swamps; rainfall is bountiful year round, and agriculture is
northeast, by desert and steppe; and from the north by wild, likewise rich. Insects of all sizes are very common, breeding
untamed cedar forests. There may be other settled lands on the in massive amounts in the watery marshes of Punt. Many
planet, but contact with them is irregular at best due to these lizardman farmers take advantage of this fact, and shrimps,
geographical obstacles, and is done mostly by the sea. Thus, for shellfish, and giant insects are common on the dining tables of
most people in the campaign, the known part of the world is the lizardmen.
limited to what’s depicted in the map on p.119. Finally, to the far south lies Mala, an untamed land of jungles
To the northwest lies Kanahu. This land, once a province of inhabited by tribal men and lizardmen. Mala is a massive
old Sakkara, is relatively lush, enjoying good winter rains rainforest, impenetrable to armies and undisturbed by any axe,
but suffering from a hot summer. Light to moderate woods teeming with dinosaurs of all sizes - as well as worse things. But
dominate northern Kanahu, while southern Kanahu is mostly Mala’s humanoid denizens know how to make the best of their
grasslands. In any case, both the climate and the land lend savage homeland, and are able to enjoy a precarious life among
themselves very well to agriculture, and, indeed, the land is the many trees. This land is rich in vegetation and natural
bountiful. There are four major city-states in Kanahu – dusty resources, but rarely exploited due to the many difficulties and
Irem at the edge of the Sakkaran Desert; industrious Khishrom dangers of harvesting the jungle.
with its many mines and forges; rich and opulent Yimara; and
Harat, where two decades ago, the corrupt Sorcerer King was
overthrown by a slave rebellion.
To the northeast is Enyom, a dry, craggy land nestled in the rain-
shadow of the Crescent Mountains. Enyom is cold in the winter,
and hot in the summer, but rains are sparse and far between,
allowing only for a dry steppe. This is a barbaric region, devoid
of any proper cities, and sparsely inhabited by semi-nomadic
tribal herders. The Enyomi lack a king, so each tribe is a nation
of its own, moving of its own free will to find good grazing lands
to feed its Protoceratops herds – the lifeblood providing the
Enyom people with meat and eggs. The people of Enyom are
hardy and, for the most part, savage, but respected as mighty
warriors.
South of Kanahu lies old, dying Sakkara. Once the Great River
fed a high civilization ruled with an iron fist by the Pharaoh.
But, today, little remains of Sakkara but the decaying city of
Zarnas and its outlaying agricultural lands, over which the Last
Pharaoh, Pilsar IV, rules - though the king is rarely seen outside
of his pyramid tomb-palace. The deserts have swallowed
everything else, and sandy winds slowly but surely grind down
many of Sakkara's once-magnificent monuments. Many of the
old, now abandoned, agricultural regions have decayed into
little more than mosquito-infested swamps.
To the south of Enyom and to the east of Sakkara stretches the
harsh desert of Queddar. This land of sand and rock harbors

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Barbarian Conquerors of Kanahu

SETTING HISTORY Divine


First were the serpentmen, who worshipped terrible Chaotic God Alignment Domain Classes
gods. Their empire was forged eons before the dawn of El-Elyon Lawful Father god; chief Cleric, paladin
history and lasted for millennia. Ever in search of slaves, they god of mankind and
bred themselves with water monitors to produce the sturdy civilization
lizardmen, and, for ages, lorded over the lizardmen masses Ashera Lawful Mother goddess; Priestess
goddess of nature,
while constantly honing their blasphemous sorcery. But then, birth and fertility
millennia before our time, the great goddess Ixchala revealed
Nikkal Lawful Goddess of agriculture Priestess
herself to a lizardwoman called Tellina, now known as the
Eshmun Lawful God of medicine, herbs Cleric
Prophetess. With her Lawful divine inspiration, the Prophetess and healing
roused the lizardmen masses in rebellion, shattering their Khasis Lawful God of craftsmen and Cleric
chains of old and casting their erstwhile masters into oblivion. craftsmanship
Freedom was won; and with freedom, a great Lizard Empire Ishtar Lawful Goddess of love Priestess
arose in the jungles, with the Grand Matriarch ruling from the Shapashu Lawful Sun goddess Cleric, priestess,
top of the Great Pyramid in fabled Tollan. paladin
Innana Lawful Goddess of war and Bladedancer,
But then came men, arriving upon a shooting star from across
love priestess
the sky. The earthquakes and shockwaves of the star’s fall
Yarkhibol Lawful Moon god Cleric
shattered the Lizard Empire. Men, too, were cast into disarray,
Haddad Lawful God of rains, storms Cleric, paladin
and regressed into primitive nomadism, soon to be used as and lightning
slaves or sword-fodder by the lizardmen city-states which arose Ixchala Lawful Lizardman goddess of Lizardman
from the ashes of the Great Cataclysm. In its aftermath, some lizards, birth, death and priestess
lizardmen and many men, without the guidance of the old rebirth
Lizard Empire's Grand Matriarch, turned back to the dead gods Yammu Neutral God of rivers and Cleric
of the serpentmen, and once their bloody rituals darkened the oceans; patron god of
souls of Kanahu. judges
Mawat Neutral God of death Blessed
Out of that chaos rose Sakkara, the great Empire of Man. It grew undertaker
upon the River of the Desert, worshipping Chaotic gods from Atlach- Chaotic God of spiders Cultist
beyond the grave, and investing its resources into its immortal Nacha
dead kings much more than in its living subjects. But even great Bokrug Chaotic God of lizards and Cultist
Sakkara, after fifteen centuries, eventually stagnated and fell amphibians
back into barbarism, leaving behind only ruined temple-yards Moloch Chaotic God of fire and wealth Cleric, cultist,
and ancient tombs filled with gold and peril - and the dying city anti-paladin
of Zarnas, where the immortal Last Pharaoh claims titular rule Rahab Chaotic God of oceans, rains, Cleric, cultist,
octopi and maddening anti-paladin
over his ruined empire.
chaos
When Sakkara fell, its former vassals to the North, beyond the Qetesh Chaotic Dark goddess of Cultist
Great Desert and its River, won their freedom, establishing the fertility, nature and
new City-States, each a mere shadow of Sakkara's old glory. bestiality

World
Some City-States worship the Lawful Gods of Man, while Lotan Chaotic God of serpents Cultist
others pay homage to the blood-soaked idols of the long-dead Nabu Chaotic God of forbidden Cultist
knowledge and secrets
serpentmen. Meanwhile, the ancient lizardmen cities of the
Dagon Chaotic God of fish and deep Deep one
tropical South squabble and scheme, some still worshipping the
ones hybrid
Lawful Ixchala, others now following the dark Chaotic path of
Pazuzu Chaotic God of sorcery and Necromancer
the serpentmen gods of old. undeath

the various human gods alongside her. The gods of Chaos,


RELIGION AND MAGIC IN KANAHU however, tend to have mystery cults dedicated to them, which
Kanahu has its own pantheon, composed of ten Lawful human congregate in secret to perform vile rituals in hope of winning
gods, two neutral human gods, nine Chaotic gods, and one favor and great power from whatever "one true god" the cult
Lawful lizardman goddess. The following table lists all these worships.
deities, as well as the divine classes which follow each of them.
While divine casters typically worship a single deity, laymen Divine power does not go unchallenged, for Kanahu is a land
(including classed characters without a divine element in their flush with arcane magic. Sorcerers are respected and feared for
class) tend to worship any and all of the Lawful or Neutral gods their knowledge and power, which they often abuse. It is not
as needed, for example sacrificing to Haddad for bountiful unknown for even petty sorcerers, not to mention the more
rains, paying homage to Innana after success in battle or praying powerful ones, to become rulers or even cult-leaders, often
to Ishtar to win the heart of their true love. Lizardmen, in most claiming that their arcane powers come from whatever Chaotic
cases, worship Ixchala exclusively, as a monotheistic deity, god they pay homage to. Arcane spellcasters tend to have
though some lizardmen in Kanahu do worship or acknowledge shady reputations at best, as even the most uneducated peasant
knows well enough that the words, gestures and dark thoughts
Setting History 121

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of a sorcerer – even a petty one – can bring untold death and The geckomen of Queddar speak their own language, which
destruction. Some mages dislike this reputation and wish to sounds like a combination of chirps and clicks. It uses a strange
be remembered as scholarly sages rather than raving madmen, variant of Sakkaran hieroglyphs for its religious texts, and a
while others utilize this as a tool to extort power and money variant of the Kinhan alphabet for secular writings.
from the uninitiated.
Sakkara has two languages - High Sakkaran and Low Sakkaran.
High Sakkaran is the language of priests, royalty and sorcerers,
CALENDAR AND TIME and many sorcerers in other human lands use High Sakkaran as
The world upon which Kanahu exists has two moons: the larger, well, due to the many ancient texts written in this tongue. High
Yarkhibol, resembles our own Earth's moon, while its far smaller Sakkaran is written with a very complex system of hieroglyphs,
sister, Innana, is a small, reddish asteroid on a higher orbit. The which makes it difficult to master. Low Sakkaran is spoken by
world's rotation around its sun, Shapashu, is 336 days long, most Sakkaran commoners, and uses the Kinhan alphabet. In
equal to approximately twelve rotations of Yarkhibol around real world terms, names in both tongues should sound vaguely
the world, each 28 days long Therefore, there are twelve 28-day Egyptian.
months in the year. Each month is dedicated to a Lawful deity
according to Kanahi custom. The year, according to Humans, The lizardmen of Punt, as well as its small Human population,
is 3,341 AS (After Starfall, commemorating the impact of the use three languages - the Red Tongue (spoken by priestesses), the
shooting star upon which the Humans came). According to the Green Tongue (used by most lizardmen) and the Blue Tongue
lizardmen, it is the 4,009th year since their rebellion against the (spoken by sorcerers). All three share the same hieroglyph
dreaded serpentmen. system. In real world terms, lizardmen names should sound
vaguely Mesoamerican.
Presiding
Season No. Month Deity The men and lizardmen of Mala speak Malan, a language
Spring 1 Nisanu El-Elyon distantly related to the Green Tongue. This language has no
2 Aru Ashera
written equivalent, so the few literate Malans speak and write in
3 Simanu Nikkal
the Green Tongue of their neighbors.
Summer 4 Dumuzu Eshmun There are two more languages in this setting: Serpentine, which
5 Abu Khasis was once used by the serpentmen but is now quite rare; and
6 Ululu Ishtar its impoverished descendant, Chaos-Tongue, which is used by
Autumn 7 Tisritum Shapashu various beastmen & cultists. Serpentine used cuneiform figures
8 Samna Innana for its writing, while Chaos-Tongue has no written form.
9 Kislimu Yarkhibol
Winter 10 Tebetum Yammu
11 Sabatu Haddad
THE HARAT COAST –
12 Adaru Mawat BASTION OF FREEDOM
Harat is the northernmost city-state of Kanahu, situated in an
area blessed by relatively bountiful rains, high humidity, and
LANGUAGES IN KANAHU ample water. Of course, this is a mixed blessing, as one third
AND THE SURROUNDING LANDS of the area under Harat's rule is covered by swamps teeming
Most people in Kanahu speak Kinhan, which serves as the with mosquitos and infested with swamp fever. Regardless of
equivalent of “Common” in this setting. It has a written this, Harat controls a wealth of fertile agricultural lands yielding
alphabetic system, an innovation which has been adopted by a bountiful harvest of grain and legumes. Many of the farmers
both the neighboring lands of Enyom and Queddar and even also raise birds and dinosaurs for their eggs and meat. Winter
by the commoners of old Sakkara, as it is far easier to learn and is cool and rainy and summer is searing and humid. This area
use than the High Sakkaran hieroglyph system. In real world is situated on the coast of the Sea of the Setting Sun and also
terms, this language is similar to Semitic languages, so most enjoys a bountiful crop of fish.
place (and person) names should sound Semitic (or at least fit Harat and its lands have been ruled for a decade by Mazatel
into the Bronze Age Levant). of Sitali, a Lawful 10th level lizardman gladiator who led a
The people of Enyom speak the Enyomi tongue, which is closely successful slave rebellion and guerrilla war against Harat's old
related to Kinhan; anyone who knows Kanahi can understand despot, Nabu-Ram. That sorcerer-king was dethroned and his
simple sentences said in Enyomi, and vice versa, on a proficiency palace razed to the ground, though rumors persist about massive
throw of 11+ (Intelligence bonus applies) and the other way dungeons deep under its ruin which were not yet cleansed when
around. Enyomi uses the Kinhan alphabet. In real world terms, Mazatel's Army of the Free liberated Harat from the old mage's
Enyomi names should also be vaguely Mesopotamic. dread reign. Mazatel now rules from a makeshift palace in
Harat's fabled Hanging Gardens, while a new pyramid-temple
The humans of Quedar speak Quedari, which is more distantly to the Lizard-goddess Ixchala is being built on the ruins of the
related to Kinhan and Enyomi and uses the Kinhan alphabet. old tyrant's palace. The current king has proven himself to be an
Anyone who knows Kinhan or Enyomi can understand simple even-handed, level-headed ruler who has abolished slavery in
sentences said in Quedari, and vice versa, with a proficiency Harat – a feat unheard of elsewhere in Kanahu – and replaced
throw of 18+ (Intelligence bonus applies). In real world terms, the old gladiatorial games fought by slaves with new games
Quedari names should sound vaguely Arabic.
122 The Harat Coast – Bastion of Freedom

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fought by freemen willing to risk their life and limb for gold and HARAT COAST GEOGRAPHY
glory in the arena.
Badriya County
Outside Harat's area of control, barbarism abounds. The wild, (population 5,500 families, urban 703 families)
uninhabited lands are home to wild predatory dinosaurs, giant Badriya County is the poorest district controlled by Harat, and

World
insects, and other horrors driven out of the settled area, and suffers from periodic outbreaks of swamp fever. This land of
only a few isolated villages and nomadic hunter-gatherer tribes swamps and occasional low hill or small wood is unsuitable
dwell there. A long road to the southeast through the dangerous for agriculture, and most its residents are fishermen and peat
swamps and the independent village of Gesher-Zur leads to miners – the people who prefer to live in such an area. Mazatel's
Yimara, a wealthy neighboring city-state which enjoys a love- reign brought some relief to this stricken region, with several
hate relationship with Mazatel's new regime in Harat. Yimara swamp drainage projects, paid out of the King's coffers, reducing
backed Mazatel against the old sorcerer-king Nabu-Ram, but the fetid flow to the various hamlets of this region. However, it
now old rivalries have surfaced and Yimara's King Belrazar is still poor, and the swamp itself still holds a bad reputation
dislikes Mazatel's strong commitment to Harat's independence, as the abode of dark spirits and the unliving. This reputation is
not to mention his abolition of slavery. partially based on fact, as there are numerous Sakkaran tombs
still buried in the swamp, many containing curses or restless
Harat’s domain of influence has a population of 40,000 families
undead. Badriya County is ruled by Selira (Neutral lizardman
(200,000 people). The urban population stands at 8,000 families,
witch doctor 6), an old ally of King Mazatel. She conquered this
of whom 4,000 live in Harat itself. In game terms, consider the
region from the Sorcerer King using her undead servitors and
Harat domain to be a Duchy-equivalent, and its Districts to be
thus has a partially-deserved bad reputation. Badriya is ruled by
County-equivalents.
Atl of Chiphua (Lawful lizardman hunter 9), a male lizardman
veteran of the slave revolt, whom Lizard King Mazatel of Sitali
sent to try and bring order to this poor, lawless town. So far, Atl
has had little success in lifting the "Curse of Badriya".

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Harat Coast Rumors
1d20 roll Rumor
1 King Mazatel of Sitali was unable to slay the old Sorcerer King Nabu-Ram, instead wounding him gravely – and forcing the old
tyrant to turn himself into an undead monster in order to "survive". He now haunts the halls below his old palace in Harat. False.
2 Horrid, lobster-like humanoids raided a caravan a few hours' walk to the northeast from Duhyan. One of the survivors from that
caravan spoke of an idol to the dread god Rahab worshipped by these beastmen. True.
3 The village Beit-Rahab is a great place for smugglers – a place with no law where you can get your hands on all the mind-affecting
'shrooms that that darn Lizard-King we now have on the Harati throne does not allow to import into his lands. Also a great place to
hire a discreet boat to get you around the coast far from prying eyes… False.
4 King Belrazar of Yimara is preparing for war on us! I just saw his troops massing next to the border, next to Velaya. I bet that ol'
Mazatel has several aces up his tail ready to face him, though… False.
5 Something horrible steers in the water next to the Isle of Tombs. A huge ship – I say – once shipwrecked and now haunted by her
dead, drowned crew! Out to eat the flesh of any seaman foolish enough to sail near that desolate shore. Partially true – there is no
ghost ship there, but in reality that place is the hiding place of the Leviathan – the horror of the seas!
6 Construction of the new Pyramid of Ixchala over the ruins of the old Sorcerer King's palace in Harat is delayed by multiple uncanny
incidents – and undead rising from the ruins. There must be something particularly dark and vile down there in the old dungeons…
True.
7 Batt-Amon, that old hag ruling Duhyan, used to be a pirate back in the day! I bet she has a huge treasure hoard under the Duhyan
Fort. Partially true – while Batt-Amon was never a pirate, she used to be a prosperous merchant, and she does have a vault under the
fort full of her gold…
8 A few hours walk to the south-east of Salaam one may find a great statue for Bokrug – the Chaotic god of lizards and amphibians!
A whole cult of Chaotic lizardmen worship it, sacrificing the hearts of their victims to their horrid god atop a small pyramid. Partially
true – the statue exists, but there is no pyramid, and rather than Chaotic lizardmen, this is the haunt of degenerate toadmen.
9 Bad things happen to people who venture deep into the Buckler Mountains. Several hunters who dared climb their slopes spoke of
old tombs filled with unimaginable treasures – and nightmarish horrors. True.
10 Prospectors who search the Buckler Mountains for gold came across a curious cave. Inside lives a monstrous giant octopus,
worshipped as a god by a cult of toadmen, who are guarding an unimaginably large treasure. Partially true – such cave and treasure
exist, but they are guarded by an Aboleth and its Skum servants.
11 A great skyship of the mysterious Visitors is buried under the Swamp Tombs a day's walk to the east of Gesher-Zur. People foolish
enough to explore that place get abducted by the Visitors! False.
12 The Demon Reef right outside the Harat harbor is a bad omen – fishing boats who get too close to it tend to disappear. One
fisherman even saw curious, fish-like men emerging from the water to walk on the small islands on top of the reef. Steer clear of this
place! It is bad luck! True.
13 The Sorcerer-King once summoned an avatar of Rahab to serve as the chief warden of Sheol Prison. That's why Mazatel of Sitali,
with all his lizardly might, did not cleanse the prison of its filth and did not liberate most of its prisoners. False.
14 A friendly, wise dragon inhabits the Blessed Gecko Forest to the northeast of Salaam. He will only appear to the virtuous, but will
agree to teach them a few of his arcane secrets if he sees that their hearts are true. False.
15 A bit north of Gesher-Zur you will find the hut of a curious witch. She has a relation with some spider-goddess, or spider-spirit, and
entraps unsuspecting men in her webs, to suck away their sweet blood. Partially true. The witch is an Aranea – a spider-like entity
shapeshifted into a woman – but she does not pose any threat to travelers and worships no vile god or spirit.
16 A day's walk north of Yelek there stands an old, dark fort once serving the armies of the Sorcerer King Nabu-Ram. A large gang of
bandits – former soldiers of the old king – now live there, raiding the outlying villages. Partially true – this rumor fails to mention
that these bandits are scorpionmen…
17 Mazatel of Sitali is a rare being – a dragon's soul reincarnated in a lizardman. Blessed Ixchala usually protects her reptilian children
from such things, but he is her chosen – a messiah of all the reptile kind. False.
18 A crab as large as a house died near the Land's End island. The locals dragged him ashore and built their village inside his empty
shell, after eating its sweet flesh. False.
19 There is something fishy – so to speak – going on in the old, ruined Temple of Rahab and Dagon near the Harat docks. The new cult
is trying to reestablish itself and kidnaps unsuspecting citizens to sacrifice them to their vile gods. True.
20 Atl of Chiphua, the lizardman in charge of Badriya, is in fact a shapeshifting serpentman covertly in service of Chaos! I hope that
Mazatel will expose this traitor and have him burned for his sins! False.

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Barbarian Conquerors of Kanahu

Buckler Mountains Great Swamp


The Buckler Mountains are a round mountainous area rising to Where the Harat River first flows down from the Buckler
the east of Harat and the north of Yimara. They are uninhabited Mountains it feeds a deep, wide marsh of dank and shallow water.
and not under the control of any significant faction. Water from In the summer, almost anyone moving through this region will
their peaks feeds the large Harat River. This tough country is contract swamp fever unless care is taken to prevent mosquito
said to hold much mineral wealth, which was mined – so the bites. The swamp is a foreboding place reeking with the odor of
folk-tale goes – in Old Sakkara's days. But now the mines are decay, swarming with biting insects, and hiding monstrosities
long abandoned, and their wealth long forgotten. Monsters of beneath its murky water. To its east lie the Swamp Tombs, a large
all sorts lurk here, from various dinosaurs capable of climbing area decorated by multiple burial mounds from days gone by,
mountainous terrain to preternatural horrors. Worse, many where the dead are said to still walk the earth. Most sane people
Chaos cultists worship the mountain chain itself as a god, and shun the Swamp Tombs and stick to the King's Road through
more than one explorer has found himself the victim of a blood Gesher-Zur.
sacrifice to feed the mountains.
Harat Bay
Duhyan County The sheltered waters of Harat Bay are well-protected from the
(population 7,500 families, urban 820 families) stormy oceans by the Harat Peninsula to the West, the Beit-
Duhyan County (together with Yelek County) is Harat's Rahab peninsula to the east, and the Isle of Tombs to the south.
breadbasket – a flat, fertile area watered by the slow-flowing These waters are quiet, safe from storms and rich with nutrients
Sheol River coming down from the nearby hills alongside the brought by the Harat River, leading to a sizable population of fish
much larger Harat River. Most people here are farmers, raising and shellfish. Harat Bay is also part of the main trade route from
wheat, barley, and various legumes and vegetables, as well as Harat to Yimara (with Badriya on the way), and many a ship
poultry and dinosaurs for eggs and meat. Additionally, this passes through these waters. The bay is frequently patrolled by
country also enjoys a western shore as well as the wide Sheol the Harati Navy to curb piracy. There are, however, dark rumors
Delta, which is ideal for fishing and rice cultivation. Lacking any surrounding the eastern part of the bay, between Badriya and
major swamps, Duhyan County is mostly safe from the seasonal Beit-Rahab, where dark things are said to happen on moonless,
swamp fever outbreaks so typical of Harat and Baryia, and is rainy nights in the winter – related to colonies of Deep Ones and
generally a wealthy, safe area, especially now that the horrid Rahab cultists operating under the cover of dark…
Sorcerer King is long gone. The county is ruled by Batt-Amon
(Neutral explorer 9), an aging woman who was once a merchant Harat County
captain prowling the northern coast between Yimara, Harat and (population 9,500 families, urban 4,078 families)
the smaller towns between them. Harat itself – the city-state – controls its own county, for the
most part a low-lying, marshy land punctuated here and there
Ein Slaim County with some low hills, especially next to the rocky Harat Cape.
(population 5,930 families, urban 773 families) Harat itself is enjoys a natural harbor and abundant seafood, but
To the southwest of Harat and to the north of Duhyan lies the is plagued by insect clouds and swamp fever in summertime.
hilly, rocky country of Ein Slaim. While this is a hard land, it is Nevertheless, this is a rich area, its fields yielding rice, legumes,
also rich in minerals, particularly gold, copper, tin, and, allegedly, and vegetables, and its fisheries teeming with shellfish and
energy crystals. The county is home to hardy people, mostly shallow water catches. Most common people here, apart from
dinosaur shepherds and miners, and has a tough reputation.

World
the craftsmen, soldiers, and merchants of the city itself, are
En Slaim is also where old king Nabu-Ram's notorious Sheol fishermen, both in the swamps and out on the sea. Farmlands,
Prison stood, beneath the barren Sheol Hills, where many of on the other hand, are rarer and more common to the northwest
the opponents of that tyrannical regime were sent. The prison of this county.
itself, its doors smashed by The Army of the Free, now lies as a
festering wound on the hillside, inhabited only by crazed former Isle of Doves
inmates, Chaos cultists, and monsters. Ein Slaim is ruled by The tiny Isle of Doves is approximately eight miles long and five
Amon-Aram (Lawful fighter 9), a man released two decades ago miles wide. This island of rolling hills is home to a wide variety
from servitude in the mines by Mazatel’s rebel army. He bears an of birds, including a stunning number of doves and pigeons. It
understandable grudge against Harat’s old nobility and invests is unsettled, but occasionally trappers and hunters set sail here
significant resources in hunting them. to hunt fowl and catch attractive songbirds and beautiful doves
to sell in the Harat and Yimara markets. It is said that a shrine to
Great Cedar Forest a local bird-spirit rests here, undisturbed since primordial days,
To the north lies a sea of mighty cedar trees, spreading as far as but still brimming with ancient potency.
the eye can see. This trackless forest has never been felled by the
hands of man or lizardman, though it is said that the mysterious Isle of Tombs
Visitors do explore this area, often setting up bases deep in This barren island rises from the waters of Harat Bay like a
the forests. This is the wildest of the wildernesses of Kanahu – pale yellowish-brown ghost of decaying sandstone. Once, in
home to dinosaurs of all sorts, giant insects, barbaric tribes, and the far bygone days of the Sakkaran Empire, local nobles were
worse. Only the strongest warriors, most cunning rogues, and buried in underground tombs on this island, and legend has it
most powerful sorcerers dare venture deep into the Great Cedar that it served as a cemetery even prior to those ancient dead.
Forest. This rocky island has a foreboding atmosphere about it, and a

The Harat Coast – Bastion of Freedom 125

jeff beaumont (Order #31282357)


fearsome reputation, as not all Sakkaran dead rest well in their Velaya County
tombs. On the other hand, rumor has it that many of the graves (population 8,300 families, urban 933 families)
do hold magnificent grave goods fitting the stature of those Velaya County is the northernmost county controlled by
buried there… Yimara, the city-state to the southeast of Harat. This fertile
land is seasonally flooded each spring, offering its residents
Land's End an ample living from agriculture and fishing, but the county
This small island, hardly over ten miles in length, is largely is still only considered moderately wealthy when compared
covered with rolling, grassy hills. This is the westernmost to other lands controlled by rich Yimara, the Pearl of Kanahu.
point known to the people of Kanahu, and few dare venture This is the first civilized stop for merchant caravans coming
further westward into the open ocean. However, this island also from Harat, a welcome point of rest after nerve-wracking days
overlooks the shipping routes of the Harat Bay and the route to spent in swamps where every mosquito carries disease and
Duhyan, and therefore it is a favorite hideout for pirates of all where monstrosities and ravenous beasts and crocodiles lurk
sorts, at least those who dare lurk as close as this to Mazatel's underneath the murky waters. Velaya is ruled by Olrag (Neutral
throne and the Harati naval patrols. venturer 9), an ambitious merchant appointed by Yimara's King
Belrazar to rule this northernmost outpost on the King's Road
Northern Woods to Harat, mostly so that he will not threaten Belrazar's gilded
To the north of the region controlled by Harat lie the wide throne.
Northern Woods, uninhabited save for nomadic hunter-
gatherers and the occasional trapper, Qetesh cultist, or Velaya Ridge
necromancer looking for a secluded place to practice his The Velaya Ridge juts westward from Velaya County towards
nefarious arts. The Northern Woods are primordial wilderness, Beit-Rahab. These are relatively low mountains, but the frequent
inhabited by all sorts of wild animals, especially dinosaurs. The rains on their peaks feed two rivers going east and west,
mighty Tyrannosaurus, king of all reptiles, can be found here, respectively. For the most part, the ridge lies in the wilderness,
devouring the unwary traveler and hapless hunter alike. The though some of its eastern peaks lie within Yimara's grasp. The
Bit-Bazi tribe once lived in this region, following its ancient, mountains are said to hold at least some mineral wealth, but so
barbarous ways of life, but they were butchered by Nabu Ram's far it is not widely exploited by Yimara or any other city-state.
scorpionmen, and rumor has it that their vengeful spirits will Many of the Yimaran nobility see this mountain range as a
waylay any civilized man foolhardy enough to venture into hunting preserve to test their mettle against the wild reptiles and
these woods. giant insects. However, rumors also persist of a dragon nesting
on the range’s highest peaks.
Salaam County
(population families, urban 782 families) Velaya Woods
The hill-country of Salaam County is mostly forested, with The woods south of the Buckler Mountains and north of Velaya
some lower-lying plains allowing for fertile agriculture. The County are a welcome respite for the weary traveler who crosses
county's main export is timber, as well as dinosaur skins. Such the Great Swamp on the King's Road, offering shade and rest
skins are never in short supply, as Salaam county sees more from the biting insects of the swamps. These woods, however,
wild predatory dinosaurs than any other county of Harat due are for the most part uncivilized and unpatrolled, and wild
to the difficulty of protecting its woods from incursions from beasts abound. Banditry is also commo om the nearby Badriya
the Great Cedar Forest to the north. The town of Salaam itself Swamps and Hart River, but most of the rest of this country
is situated on flat farmland surrounded by swamps and suffers is safe from the disease of biting mosquitos. Yelek is ruled by
from the occasional outbreak of swamp fever. Salaam is ruled by Umm-Dahak (Lawful fighter 9), a grizzled veteran of the Slave
Norlar (Neutral fighter 10), who was once an elite swordsman Revolt given command of this town by her old commander,
serving Mazatel of Sitali as a mercenary. Norlar is still a master Mazatel of Sitali; she is a relatively fair ruler, though even she
of swordplay and possesses a fabled magic sword (+2), but his admits that her talents are in the domain of war and not of civil
drinking (and womanizing!) have made him the subject of local administration.
gossip and a rather inattentive ruler.

Sea of the Setting Sun THE HARAT COAST GAZETTEER


To the east and to the south of Harat stretches the seemingly 0401 Sheol Prison. The old Sorcerer King Nabu-Ram had
endless Sea of the Setting Sun. This vast ocean dwarfs any many enemies. Many of them he butchered or sacrificed to his
other body of water known to the people of Kanahu. It is an chthonic idols. Many others were too politically uncomfortable
excellent source for fish and shellfish, but also the home of to execute, and were locked up and imprisoned rather than
various sea monsters, ever-lurking in its deep blue water for hung, stoned or sacrificed. For that end, Nabu-Ram sent
the unwary mariner who dares venture far beyond the coast. prisoners to dig their own prison up in the northern mountain
Kanahi biremes and lizardman junks can travel this sea and of his domain. Over time they reached a great depth. The
reach far shores beyond it. Cibola currently trades with three king’s men only guarded the entrance, preventing escape.
Spice Islands located some two weeks’ travel to the west, and They occasionally shipped in food and other basic supplies
Kanahi traders occasionally reach a colder shore to the north- needed by the prisoners, but otherwise did not intervene in the
west, though the cost of such expeditions is so prohibitive that life of prisoners cast into that hole in the ground. The prison
they are rare at best. developed its own deprived society, with some of the prisoners

126 The Harat Coast Gazetteer

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Barbarian Conquerors of Kanahu

descending into madness in the darkness below, and others in recent Kanahi coinage, 4 pouches of saffron (15gp each), 3
resorting to cannibalism when food was scarce. The Army of silver unholy symbols of Atlach-Nacha (90gp each), 4 silver holy
the Free smashed the prison’s gates and executed its wardens symbols of Yamu (80gp each), 8 bundles of dinosaur scale pelts
soon after it deposed the sorcerous tyrant. A few traumatized (15gp each), 2 bronze trinkets shaped like oversized bees (80 gp
survivors emerged from the old prison to resume their lives in each), a bloodstone (50 gp), a crystal (50 gp), a jasper (50 gp), a
newfound freedom. However, many more remained in the utter lapis lazuli (25 gp each), a malachite (10 gp), a moonstone (50
madness below. A few rescue missions met with a gruesome gp), an onyx (50 gp), and 3 turquoise (25 gp each).
end. Soon enough the place was abandoned, forsaking the
0606 A dark cave entry on a small, calm lake’s shore is
former prisoners to their fate. Today the old prison is a deep pit
obscured from regular view by a natural screen of reeds. Inside,
of depravity, a hellish underworld beneath the stones.
a half-flooded cavern branches out and serves as the lair for a
0409 While sailing along the Kanahi coast, the characters’ warband of 18 craymen (AC4, move 30’, swim 40’, HD 1+1, hp
ship rocks violently despite the apparently calm weather. It is 8, 2, 5, 2, 8, 3, 5, 3, 7, 9, 4, 9, 6, 7, 7, 4, 4, 3, #AT 2 (pincers),
attacked by a mosasaurus (AC5, swim 40’, HD 12, hp 67, #AT 1 Dmg 1d6/1d6, Save F1, ML +0, AL C). Next to a squat obelisk
(bite), Dmg 4d8, Save F6, ML +2, AL N) out for a meal of seamen dedicated to their dread god Rahab stands their shaman (AC5,
and ship supplies. If the mosasaurus is slain and dissected, the move 30’, swim 40’, HD 5, hp 12, #AT 2 (claws), Dmg 1d6/1d6,
beast’s belly will be found to contain the remains of its previous Save F2, ML +0, AL C) with clerical abilities akin to a 6th level
lizardman victims, along with their possessions - 4 amethyst cultist. When encountered, the shaman will be in the process
cylinder seals depicting religious scenes of the lizardman faith of sacrificing some poor peasant to his chthonic god. In the
(1,200gp each), 4 platinum reliquaries with crystal panes of the cave’s treasure vault, the craymen have amassed 1,000ep in
lizardman faith (8,000gp each), 6 alabaster game pieces with ancient Sakkaran currency, 1,000sp in much newer Kanahi
jeweled eyes (1,000gp each), 17 jet game pieces with jeweled coins, 2 silver unholy talismans of Rahab (100gp each), 6 urns of
eyes (1,200gp each), an aquamarine (500 gp), a gold crown with sacrificed monster parts (300gp each), 3 jars of lamp oil (20gp,
topaz inserts (9,000 gp), and a ring of command plants. 6 st each), 4 silver unholy idols of Rahab (130gp each), an agate
(25 gp), 2 bloodstones (50gp each), a brass trinket shaped like a
0503 Ein-Slaim, small town, class V market. mostly Lawful,
tentacle (70 gp), a citrine (50 gp), a crystal (50 gp), a fine wood
598 families (2,990 people), predominantly humans. Ruled
statuette (300 gp), a lapis lazuli (25 gp), a malachite (10 gp), 4
by Ben-Yarikh (Lawful cleric of Yarkhibol 9), a moon-priest.
turquoise (25 gp each), a ring of invisibility, and a shield +1.
Perched upon the harsh mountains of the Ein-Slaim district,
this small town is a hub of mining and metalworking. It serves 0710 The characters are moving through the bush among
as the central trading post for all the iron, copper, and tin mines these low, rolling hills. Roll for surprise (with a +2 bonus for
in the surrounding mountains. A second industry is processing the dinosaur) as a carnotaurus (AC6, move 50’, HD 7+1, hp
dinosaur products such as skins and sun-dried meat. Once, not 50, #AT 1 (bite), Dmg 2d10, Save F4, ML +0, AL N) attempts
so long ago, this was a foreboding place through which long to ambush them and eat their sweet flesh! This reptile lacks any
columns of chained prisoners were marched to the nearby Sheol treasure – as it is nothing but a natural predator out for a quick
Prison. Today it serves as a home base for the few brave souls meal – but if defeated, its own meat may sustain the adventurers
who wish to plumb the depth of Sheol Prison. There they seek for quite a long time, especially if properly cured and preserved.
the fabulous treasures rumored to be buried there, among the
0712 The Free City of Harat. Once held in thrall by the dread
death and decay of that old pit of evil.
Sorcerer King Nabu-Ram, today the city is ruled over by the

World
0506 Duhyan, small town, class V market. Mostly neutral, Lizard King Mazatel of Sitali and his coalition of former slaves
601 families (3,005 people) of many species, predominantly rule. Mazatel maintains a loose, but even, hand. This is the
humans. Duhyan is the richest of the county towns and enjoys largest city in this region and its dominant city-state. See p.133
bountiful fishing and rich outlaying farmland. This small town for a detailed description of the Free City of Harat.
is home to many fishermen, several merchants, as well as an
0810 In these dry hills, not far from Harat, a gang of
entirely new administrative apparatus installed by Mazatel of
geckoman highwaymen (“highway geckos”) lurks on a steep
Sitali. Under the Sorcerer King, Duhyan was governed by a petty
rocky hill-face above the marshes. They are waiting for
sorcerer in pact with Deep Ones below the far waves. After the
merchants to pass through the King’s Road. The band consists
Sorcerer King was overthrown, Mazatel installed Batt-Amon
of 20 geckomen (AC3, move 40’, climb 20’, HD 1+1, hp 8, 3,
(Neutral explorer 9), a merchant captain with good ties to the
9, 7, 2, 6, 8, 7, 8, 5, 8, 2, 6, 9, 5, 7, 6, 1, 7, 3, #AT 1 (shortbow or
freed slaves, as the town’s administrator and mayor. The town
spear), Dmg 1d6 or 1d6/1d8, Save GM1, ML -1, AL N) led by
also includes a keep manned by Army of the Free soldiers, and
a ringleader (AC3, move 40’, climb 20’, HD 2+1, hp 12, #AT 1
several small naval warships use Duhyan as their home port.
(shortbow sword), Dmg 1d6 or 1d6/1d8, Save GM2, ML +1, AL
0604 A seldom-used, weed-choked trail snakes uphill in N). In a craggy cave above the cliff the geckomen have made
deep, dark foliage. Eventually, it enters a darker part of the woods a home, and there they keep the loot they have stolen from
where little sunshine can penetrate. There, in the forest’s heart of travelers and merchants: 1,000 electrum pieces dating back
darkness, an ettercap (AC4, move 30’, climb 30’, HD 3+1, hp 17, to Nabu-Ram’s reign, 1,000 new silver coins bearing Mazatel
#AT 3 (bite/claw/claw), Dmg 1d8/1d3/1d3, Save F3, ML -2, AL of Sitali’s face, a crate of assorted stolen armor and weapons
C) has set up its webs in wait for prey – small dinosaurs, large (225gp, 10 st), 3 jars of dyes and pigments (50gp, 5 st each), 4
insects or hapless travelers. Deep within its webs, it has hoarded crates of expensive glassware from Yimara (200gp, 5 st each),
quite a rich hoard of plunder from its many victims: 1,000sp
The Harat Coast Gazetteer 127

jeff beaumont (Order #31282357)


6 bundles of deinonychus skins (15gp, 3 st each), and 7 jars of 1107 Yelek, small town, class V market. Mostly Lawful, 581
lamp oil (20gp, 6 st each). families (2,905 people), predominantly humans. Yelek is almost
as rich as Duhyan. It is the woodworking capital of the Harat
1004 A cave mouth opens on the backside of a hill
region, processing the wood carried to it by draft dinosaurs
overlooking a well-worn path through the forest. Inside this
from the logging camps in the northern forests. Grain is also
cave lair 5 destracahns (AC8, move 30’, HD 8+3, hp 23, 39,
abundant in this district, and Yelek itself is known for its
29, 47, 24, #AT 2 (claws), Dmg 1d6/1d6, Save F8, ML -1, AL
microceratops egg omelets. The locals are mostly prosperous
C) who have been preying on nearby villages and road traffic.
and are typically of peasant origin.
Among the dead, half-eaten bodies of their recent victims,
there is no treasure – naught but the stench of death. Slaying 1200 A particularly dense and unnaturally thick copse of
the destracahns might, however, elicit reward from the local trees stands at the heart of this ancient forest. In its middle is
villagers who are very eager to see these monsters removed. a small clearing with a strange leafy mass in its middle. This
is a tendriculos (AC6, Move 20’, HD 9+3, hp 21, #AT 3 (bite/
1016 Deep beneath the desolate shores of the Isle of Tombs,
tendril/tendril), Dmg 2d10/1d8/1d8, Save F4, ML +2 (0), AL
the horrid Leviathan (AC9, Swim 20’, HD 20, hp 160, #AT 8 (2x
C) awaiting prey, be that dinosaur, giant insect, or an unwary
tentacle and 6x arms), Dmg 4d8/4d8/2d10/2d10/2d10/2d10/2
mortal. Its roots grow over the bones of its many victims. Once
d10/2d10, Save F10, ML +4, AL C) lairs in a deep sea cavern.
burned, its mass may be removed, revealing gemstones once
It sleeps most of its time and dreams dark dreams of abyssal
possessed by one of its hapless victims, a travelling explorer
empire. On rare occasions it surfaces to prey upon passing
back from a rich mine in the far north – a black pearl (2,000 gp),
ships. When a massive storm brews, Leviathan rises to terrorize
2 facet cut imperial topazes (4,000 gp each), and a ruby (1,000
coastal cities. In his watery lair, the relics of the long-forgotten
gp).
dark past lie guarded by this monstrosity - 1,000 incredibly
ancient, octagonal electrum pieces, 1,000 ancient gold pieces, 1210 Badriya, small town, class V market. Mostly Lawful,
1,000 platinum pieces apparently dating to the long bygone days 610 families (3050 people), predominantly humans. This town
of the serpentmen, 2 crates of rare glassware (200gp, 5 st each), 2 looks dilapidated and reek of swamp-rot. Poverty is rampant,
Sakkaran ornamental jars (2,500gp, 4 st each), a golden statue of and so is crime, especially banditry on the high road and
Rahab (7,500gp), 5 amethyst cylinder seals depicting the horrid petty piracy along the coast. Warm winds from the northeast
visage of Rahab himself (1,200gp each), 14 alabaster and jet bring stench and swamp fever-carrying mosquitos from the
game pieces with jeweled eyes depicting monsters from beyond surrounding swamps. The land itself is not very fertile. The
this world (1,100gp each), an opal crown of unknown origin locals make their living out of the peat trade, fishing in the sea
(1,000 gp); and a vast assortment of magic items, including a and in the marshland, and some bamboo harvesting from the
potion of clairvoyance, potion of giant strength, 2 potions bog.
of speed, potion of sweet water, potion of water breathing,
1303 Walking alongside a forest trail, the characters are
ring of delusion, rod of cancellation, wand of cold, crystal
startled by the rustling noise of something large moving through
ball, rope of climbing, a pair of swords +1, +2 vs. spellcasters;
the foliage. Then a massive and deranged ankylosaurus (AC9,
sword +1, light 30’ radius, bow +1, war hammer +1, bronze
move 20’, HD 8, hp 36, #AT 1 (tail club), Dmg 4d4, Save F4, ML
plate armor +1, and shield -1 (cursed).
+2, AL N) erupts from the bush ready to trample them! A pack
1104 Among these trees stands an old fort, once manned of deinonychus wounded and enraged this animal; calming it
by Nabu-Ram’s army. Years ago it was besieged by the rebelling with any proficiency throws will be at a penalty of -4. Otherwise
slaves, its towers laid law and its walls battered. Now it serves it will attack the players on sight.
as a refuge for a remnant of the Sorcerer-King’s army – 22
1309 Rotten logs float idly in the murky water of this
scorpionmen (AC4, Move 40’ HD 2+1, hp 8, 4, 8, 11, 3, 10, 9,
swamp, choked with reeds and a few gaunt, half-rotten trees.
8, 12, 6, 11, 13, 11, 9, 13, 9, 10, 13, 8, 9, 7, 17, #AT 3 (claw/claw/
Among the reeds – gribbit! - 3 giant frogs (AC3, move 40’, HD
sting), Dmg 1d4/1d4/1d3 and poison, Save F1, ML +2, AL C)
2, hp 5, 7, 12, #AT 1 (bite), Dmg 1d4, Save F1, ML -2, AL N) lurk
as well as 5 sergeants (AC6, Move 40’ HD 3+1, hp 10, 17, 16,
and opportunistically await passing prey. At the bottom of this
18, 17, #AT 2 (spear/sting), Dmg 1d6/1d3 and poison, Save F2,
shallow swamp lie the remains of several skeletons – the remains
ML +2, AL C) with spears and shields and one dark shaman
of several of the frogs’ satiating meals. Among the bones are 5
(AC6, Move 40’ HD 5+1, hp 27, #AT 2 (claw/claw/sting), Dmg
glass prisms (30gp each); a bronze necklace shaped like a lizard’s
1d4/1d4/1d3 and poison, Save F3, ML +2, AL C). Among the
head (140gp), and the bronze statue of a coiled serpent (180gp,
ruins, the scorpionmen keep the spoils of their many raids
1/6 st).
on the outlying villages - 1,000 Harati electrum coins bearing
Mazatel of Sitali’s face, 1,000 Yimaran silver coins, 6 bags of 1405 An old stone bridge, crumbling at its edges, stands
loose tea (75gp, 5 st each), 2 crates of new armor and weapons over a stream in this remote rural area. Its underside is choked
(225gp, 10 st each), 5 crates of terra-cotta pottery (100gp, 5 st with foul-looking reeds. Within the reeds lurk two chuuls (AC9,
each), 7 jars of lamp oil (20gp, 6 st each), 3 barrels of fine spirits Move 30’, swim 20’, HD 11+4, hp 45, 53, #AT 2 (claws), Dmg
(200gp, 16 st each), 15 rolls of garishly-dyed cloth (10gp, 4 st 2d6/2d6, Save F11, ML +1, AL C), who emerge at night to prey
each), 15 bundles of tanned dinosaur hide (15gp, 3 st each), 7 on the local villagers and eat their sweet flesh. Under the bridge
glass eyes (10gp each), and 34 bottles of fine Kanahi wine (5gp, they have amassed the treasures of their many victims over the
1/5 st each). past several decades: 2,000gp, 5 bundles of rare dinosaur leather
pelts (500gp, 5 st each), 3 opal intaglio erotic tableaux (800gp

128 The Harat Coast Gazetteer

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

each), a crystal geode (2,000 gp), an emerald (8,000 gp), a facet- 1606 A small ruined fort stands along the side of an
cut imperial topaz (4,000 gp), a whorled nephrite jade (1,500 infrequently-travelled road. The mostly-intact building looks
gp), a potion of diminution, a potion of heroism, a bag of quite inviting for wayfarers to stop and rest, especially in the
holding, a sword +1, +3 vs. undead, a suit of plate armor +2, rainy Kanahi winter. This ruin, however, serves as the perfect
and a shield +2. hunting ground for a swarm of 12 darkmantles (AC7, move
20’, fly 30’, HD 1+1, hp 6, 4, 9, 7, 3, 5, 6, 3, 7,3, 3, 3, #AT 1 (slam),
1409 An old tomb, probably built by Kanahi kings shortly
Dmg 1d6, Save F1, ML +0, AL N), who prey on passing travelers
after Sakkara’s fall, stands on a hill overlooking a particularly
and wandering animals. Among the rotting remains of their
stagnant stretch of marshland near the shoreline. This
half-digested victims are 4 glass eyes (40gp each), 6 sticks of rare
sepulcher is flooded up to knee-level with water seeping from
incense (9gp each), a brass trinket shaped like a small dinosaur
its cavernous, moss-covered roof. Mosquitos abound during
(40 gp), a porcelain trinket in the shape of a scarab (500 gp), a
summertime. Inside, amongst desecrated sarcophagi, lurk 3
scrimshaw skull trinket (28 gp), and a shell trinket – an old but
mohrgs (AC9, move 30’, HD 7+2, hp 25, 31, 38, #AT 2 (slam/
beautiful seashell (80 gp).
tongue), Dmg 2d8/special, Save F4, ML N/A, AL C) and their
rotting entourage of 9 zombies (AC1, move 20’, HD 2, hp 5, 9, 1608 Salaam, small town, class V market. Neutral, 607
10, 7, 4, 8, 11, 12, 3, #AT 1 (slam), Dmg 1d8, Save F1, ML +1, families (3,035 people), mostly humans. Salaam was burned
AL C). Scattered among the desecrated graves are the remnants to the ground during the war. It is now partially rebuilt and
of old grave goods - 1,520 old Kanahi electrum coins, 1,333 settled by refugees from the fighting. It is still a rough place and
ancient Sakkaran silver coins, 2 jars of old but preserved dyes the wounds of the old war have never completely healed. The
and pigments (50gp, 5 st each), a potion of invulnerability, a charred bones of the past still stick out from the fields.
scroll of ward against magic, a wand of magic missiles, and a
1705 Several bushes stand close to each other, seemingly
battle axe +1.
woven together out of the brush. Between them stands a
1503 Bit-Bazi, stronghold, class V market. Mostly Neutral, velociraptor nest, containing 20 adult velociraptors (AC4,
502 families (2,510 people), almost all humans. It is ruled by move 80’, HD 1d6 hp, hp 1, 3, 4, 3, 5, 5, 3, 6, 4, 5, 5, 6, 2, 4,
Aolamesh (Neutral barbarian 10), a scion of the once-decimated 1, 1,2 , 6, 6, 1 #AT 3 (bite/claw/claw), Dmg 1d4/1d2/1d2, Save
Bit-Bazi tribe. The Sorcerer King Nabu-Ram once put most as normal man, ML +0, AL N), 13 eggs (65gp each), and 7
of the Bit-Bazi tribe to the sword. After Nabu-Ram’s defeat, hatchlings (67gp each). While this nest contains no treasure, the
Aolamesh, who helped Mazatel of Sitali defeat the Sorcerer hatchlings are readily tamable.
King, returned to his old, devastated home and founded a fort
1709 Well-hidden in the rural landscape, in a seemingly
to protect his remaining people. Dozens of additional peasant
natural cavern, is a Visitor outpost. Several metallic doors
families have since moved in to live under his protection. Bit-
open into its technological interior and many inner chambers,
Bazi is a frontier settlement frequented by barbarians, explorers,
all encased in walls of the Visitors’ usual blue-grey metal alloy.
shamans, and other people who detest the constricting limits
Inside, 37 Visitors (AC3, move 30’, HD 1, hp 7, 6, 8, 5, 3, 1, 1,
imposed by civilization and who hear the call of the wild. It is
2, 2, 3, 7, 8, 8, 7, 1, 2, 1, 4, 8, 3, 4, 6, 2, 6, 1, 6, 4, 1, 7, 7, 7, 1, 6,3,
also the haunt of trappers looking for fresh skins and bones to
7, 2, 8, #AT 1 (plasma pistol), Dmg 1d8, Save F1, ML -1, AL N)
bring back and sell in Yelek or Harat for a handsome profit.
work and do their research. Leading them are 4 team leaders
1514 Beit-Rahab, large village, class V market. Chaotic, (AC6, move 30’, HD 1, hp 8, 5, 8, 7, #AT 1 (plasma pistol),
333 families (1,666 people), all deep one hybrids. It is ruled Dmg 1d8, Save F1, ML -1, AL N) and a commanding officer

World
by Daganimelech (Chaotic deep one hybrid 4), a degenerate (AC8, move 30’, swim 40’, HD 4, hp 26, #AT 3 (bite/claw/claw),
spawn of the deep. All the families in this run-down, water- Dmg 1d6+2/1d4+2/1d4+2, Save F2, ML +2, AL N). In addition
logged village worship the dread fish god Dagon and have to the high-tech weapons and armor carried by the Visitors
long intermarried with the deep ones living along the reefs at themselves, the outpost stores contain 54 energy crystals, 2 stun
its coast, sealing dark pacts with these despicable creatures in launchers with 30 stun bombs, 5 mind probes and varied high-
order to gain abundant fish. A casual visitor to Beit-Rahab will tech salvage worth 3,000gp when sold to an appropriate trader
notice that the locals are surly and have a certain fish-like quality or scholar.
to their skin and to their eyes. The mutant villagers will try to
1710 A clearing in the swamp contains a squat, roughly-
capture anyone staying at the crumbling Swimming Mermaid
hewn 9’ tall statue of Bokrug, the chthonic god of lizards and
inn for the night and sacrifice him to dread Dagon, or perhaps
amphibians. Around it, several crude huts stand in an uneven
even to the terrible lord of chaos and the raging seas – the many-
circle, and below its feet an altar is erected, stained by the blood
tentacled Rahab.
of innocents. This is the hideout of a cult of 26 toadmen armed
1601 A cave mouth in a sheer rocky cliff serves as the den with crude spears and dinosaur skin shields (AC4, Move 30’,
of a mating pair of tyrannosaurs (AC6, move 40’, HD 12+1, hp swim 40’, HD 1+1, hp 5, 9, 7, 6, 3, 7, 4, 7, 5, 3, 2, 5, 7, 3, 6, 3, 4, 7, 3,
59, 62, #AT 1 (bite), Dmg 3d8, Save F6, ML +2, AL N), who are 7, 6, 5, 6, 4, 9, 9, #AT 1 (spear), Dmg 1d6, Save F1, ML 0 (+2), AL
now nesting with their three eggs. Rotting carrion and broken C), led by 4 champions (AC5, Move 30’, swim 40’, HD 2+1, hp
corpses litter the cavern interior, remains of the two predators’ 13, 8, 14, 7, #AT 1 (spear), Dmg 1d6+1, Save F1, ML 0 (+2), AL
many meals. Among them, in addition to three unhatched C), a spellcasting curate of Bokrug (AC5, Move 30’, swim 40’,
tyrannosaurus eggs, are scattered two gemstones once held by HD 4+1, hp 23, #AT 1 (spear), Dmg 1d6, Save F2, ML 0 (+2), AL
one of their latest victims (a traveling gemstone merchant): a C) and 3 giant toads (AC2, Move 30’, HD 2+2, hp 8, 10, 15, #AT
black sapphire (1,000 gp) and a flawless diamond (4,000 gp). 1 (bite), Dmg 1d4+1, Save F1, ML +2, AL N). The cult’s treasure
The Harat Coast Gazetteer 129

jeff beaumont (Order #31282357)


is hidden in several wicker baskets in the curate’s bloated hut. 1905 Within a dark copse of trees, obscured from sunlight
It includes 1,000 Yimaran copper coins, 1,000 Harati electrum by dense foliage, lurk 6 phase spiders (AC5, Speed 40’, Climb
coins bearing Mazatel of Sitali’s face, a barrel of preserved fish 20’, HD 5+1, hp 26, 23, 24, 18, 17, #AT 1 (bite), Dmg 1d8 and
(5gp, 8 st), a crate of armor and weapons (225gp, 10 st), a pouch poison, Save F2, ML +0, AL N). The ground inside this wooded
of saffron (15gp), a tapestry showing Bokrug in his full ghastly copse is strewn with bones of hapless victims, mostly dinosaurs,
glory (5gp, 5 st), 10 cords of hardwood log (5gp, 8 st each), 11 and the desiccated shells of giant insects, but there is nothing of
gallons of lamp oil (2gp, ½ st each), 2 silver unholy symbols of value among the bones and carapaces.
Bokrug (25gp each), 6 rolls of cloth (10gp, 4 st each), 48 copper
1906 An old lizardman temple to Ixchala stands out in the
ingots (1gp, ½ st each), 9 bone fetishes of Bokrug (27gp each), a
swamps. The steps of its pyramid are covered with gentle weeds
bloodstone (50 gp), a citrine (50 gp), a crystal (50 gp), a hematite
and its circumference surrounded by green reeds. To the casual
(10 gp), a jasper (50 gp), a lapis lazuli (25 gp), an obsidian (10
observer, it seems as if a single elderly lizardman priestess still
gp), an onyx (50 gp), a tiger eye (25 gp), and 3 turquoises (25 gp
resides within this temple, spending her waning years in devout
each).
service to her goddess. This “priestess” is actually a polymorphed
1711 Givat Giram, small village, class VI market. Lawful, coatl (AC8, Move 20’, fly 60’, HD 9+2, hp 41, #AT 1 (bite), Dmg
81 families (405 people), humans. De-facto ruled by the 1d10, Save F9, ML +4, AL L) who has taken up stewardship of
venerable Mother Raya (Lawful cleric of El-Elyon 3). While the surrounding villages. She will use her potent magical powers
Givat Giram is too small to appear on most maps, it is both to assist Lawful adventurers in need. Woe be to the Chaotic
the site of an early victory by Mazatel of Sitali’s rebel forces lout who dares defile her temple! The pyramid’s treasure room
against Nabu-Ram’s royal army and the rumored gateway to an contains 1,000ep, 1,000gp, 1,000pp, 2 jars of spices (800gp, 1 st
ancient, half-collapsed temple of El-Elyon. The village itself is each), 4 barrels of fine spirits (200gp, 16 st each), 5 carved ivory
an unremarkable a collection of huts surrounding a small stone figurines (3,000gp each), a ruby scepter of an ancient Sorcerer
shrine, a smithy, a communal granary, and a tiny general store. King (9,000 gp), a wrought orichalcum crown from the fallen
Lizard Empire (3,000 gp), a potion of ESP, 2 potions of flying,
1806 The Blessed Gecko Forest. In these woods next to the
a potion of healing, a potion of speed, a ring of spell turning,
border of Harat’s sphere of influence, the wind carries a gentle
a wand of device negation, a brooch of shielding, a flying
chirping sound echoing between the many shrubs and trees.
carpet, gauntlets of lizard-brute (ogre) power, a sword +1, an
This is not the sound of birds or small dinosaurs. This is the
axe +2, a war hammer +1, a suit of leather armor +2, a shield
chirping of geckos, who frolic in the forest in their thousands.
+2, and a shield +1.
Geckos of all kinds, shapes, and sizes chirp to each other from
tree to tree, some at day and some at night. The forest is rich in 1911 An ancient Sakkaran tomb rises from the murky
colorful moths and butterflies of all sizes, whose wings shine like swamp water, eerily leaning to one side. Inside, torches burn in
the rainbow in the sun. These insects serve as a constant and crimson light despite the fact that no living soul has visited the
abundant feast for the geckos. Any who enters the forest will feel tomb for decades. When intruders enter and disturb the tomb,
a sense of serenity and comfort, but – unless he is a geckoman a warm wind carrying a sickening stench quenches the torches,
– he will also feel some strange feeling of otherworldliness, leaving the visitors in utter darkness save for a few rays of light
as if he has set foot upon a different planet. This forest is the passing through the doorway. Then the tomb’s residents awake
eternal resting place of three of the geckomen’s mightiest heroes and try to feast upon the flesh of the hapless intruders – 6 ghasts
– Agkalan the Yellow, Black-Clawed Ninhub, and Sharp-Blade (AC6, move 30’, swim 40’, HD 4+1, hp 19, 10, 25, 14, 19, 22, #AT
Sipisu. Their spirits carefully guard this forest. It is a sacred 3 (bite/claw/claw), Dmg 1d8/1d4/1d4, Save F4, ML +2, AL C)
place for the geckomen, who make the long trek from their and 8 ghouls (AC3, move 30’, swim 40’, HD 2, hp 9, 10, 6, 9, 8,
desert homeland to the rain-blessed Kanahu to pay homage to 8, 13,6, #AT 3 (bite/claw/claw), Dmg 1d3/1d3/1d3, Save F1, ML
their revered heroes. Geckoman spirit-talkers in this blessed +1, AL C). Among the grave goods are 1,000 Sakkaran electrum
wood cast spells as if they are two levels higher than their actual coins, 2,000 Sakkaran silver coins, 3 lacquered chests of ancient
caster level. terra-cotta pottery (100gp, 5 st each), 2 crates of ancient but
useable armor and weapons (225gp, 10 st each), 4 pouches of
1815 In the low grass plains of this area, next to a small copse
preserved saffron (15gp each), 5 pouches of belladonna (10gp
of tall trees, a herd of 9 alamosaurs stands grazing (AC5, move
each), 2 agates (25 gp each), a bloodstone (50 gp), a black
20’, HD 8+1, hp 30, 36, 43, 38, 31, 36, 47, 26, 36 #AT 1 (trample),
crystal (50 gp), a jasper (50 gp), 2 lapis lazuli (25 gp each), 2
Dmg 4d8, Save F4, ML -2, AL N), slowly eating its way through
moonstones (50 gp each), 3 tiger eyes (25 gp each), 2 turquoise
the upper tree branches. As unintelligent herbivores they lack
(25 gp each), a wrought copper scarab (180 gp), 3 statuettes of
any treasure whatsoever, though their flesh, bones and skin may
dead Sakkaran gods (900gp, 2/6 st each), a potion of flying, a
be valuable to a successful hunter.
potion of growth, a potion of longevity, a potion of speed, a
1903 A dark copse of trees choked by vegetation emits scroll of ward against magic, a scroll of ward against undead,
a dark, foreboding atmosphere. Inside hides a shambling and a sword +1, locates objects.
mound (AC7, move 20’, HD 8+2, hp, #AT 2 (slam/slam), Dmg
2005 An old sorcerer’s tower stands in the middle of a forest
3d6/3d6, Save F4, ML +3, AL C) lurking over the dry bones of
clearing. It bears old scorch marks from ancient magicks of
its many victims. Among their remains are the remnants of their
untold power. Below this tower lies the old sorcerer’s laboratory.
possessions - a statuette (800gp, 1 st), a porcelain amulet with
It was ransacked long ago and stripped of anything of value,
gold inserts (600 gp), and a scroll of ward against undead.
but still holds the sorcerer’s experimental subjects – 4 digesters

130 The Harat Coast Gazetteer

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

(AC7, move 60’, HD 8+3, hp 44, 35, 34, 32, #AT 1 (claw), Dmg +2, a war hammer +1, a suit of leather armor +2, and a pair of
1d8, Save F4, ML +0, AL N). They have been preying on the shields +1.
local population and wildlife. Very little of value remains in this
2203 A cave near a shallow stream smells of recently
abode of death, save for the digesters’ body parts, which may be
butchered meat and dinosaur droppings. Inside, a pack of 8
valuable for magical research.
deinonychi (AC3, move 70’, HD 2+1, hp 13, 11, 9, 7, 6, 16, 8, 13,
2102 In the thick heart of a rotting part of the forest, a bare, #AT 3 (bite/claw/claw), Dmg 1d6/1d4/1d4, Save F1, ML +0, AL
rotten tree trunk stands in a tiny clearing. The “tree” is in fact a N) nest with 3 eggs (200gp each) and a single hatchling (215gp).
roper (AC9, move 10’, HD 10, hp 55, #AT 1 (bite), Dmg 2d8, Save No treasure is to be found there apart from the hatchling and
F5, ML +2, AL C) lying in wait for passing prey. Around it lie the the unhatched eggs, which may be incubated to give birth to
many rotting corpses and gnawed-upon bones of its numberless more hatchings, all tamable.
victims. Among these are the remains of cultists who tried to
2209 Within a thick copse of dead and dying woods,
pay homage to the “unholy forest clearing” and were devoured
inside a shallow cave covered by dead roots and vines, stands
for their troubles. They have left behind 26 jade carvings of vile
a mixed patch of vile fungi – 3 violet fungi (AC3, Move 10’,
chthonic gods (200gp each), a potion of sweet water, a wand of
HD 3+2, hp 13, 11, 15, #AT 4 (tentacle, tentacle, tentacle), Dmg
device negation, and a sword +1, +3 vs. dragons.
1d6/1d6/1d6/1d6, Save F2, ML none, AL N) and 5 shriekers
2110 Along the King’s Road from Velaya to Harat, a (AC2, Move 3’, HD 3, hp 5, 13, 12, 16, 17, #AT special (scream),
mercenary warband of 20 lizardman troopers with spears Dmg special, Save F1, none, AL N). Amongst them are the
and shields (AC4, move 40’, swim 40’, HD 1+1, hp 2, 8, 5, 2, bones of their latest victims, mostly dinosaurs but also a few
4, 9, 9, 2, 7, 2, 8, 2, 6, 5, 4, 2, 4, #AT 1 (spear), Dmg 1d6, Save men and lizardmen, but no remarkable treasure.
F1, ML +0, AL N) travels at a casual pace. They search for
2310 In a ramshackle hut in the woods here, not far from
employment, eventually wishing to reach Harat and try to be
Gesher-Zur’s wooden palisade, lives a “woman” who the locals
hired by the Lizard King Mazatel of Sitali. The troopers are
say, in hushed voices, is a witch. The alleged witch trades often
supervised by three sergeants (AC5, move 40’, swim 40’, HD
with the locals, offering them charms, minor magical help and
2+1, hp 7, 8, 9, #AT 1 (sword), Dmg 1d6, Save F2, ML +2, AL N)
alchemical concoctions in return for fresh dinosaur meat. She
and commanded by a lizardman warrior warchief (Lizardman
is, in fact, an aranea (AC5, Move 50’, climb 25’, HD 3+3, hp 17,
Warrior 5, AC5, move 40’, swim 40’, HD 5, hp 33, #AT 1 (spear
#AT 1 (bite), Dmg 1d6 and poison, Save F3, ML -2, AL N) who
+1), Dmg 1d6+1, Save LW5, ML +2, AL N). A lizardman
conducts weird magical research in her hut’s basement. In her
shaman (Lizardman Shaman 4, AC5, move 40’, swim 40’, HD 4,
humanoid form, she enjoys adorning herself with expensive
hp 10, #AT 1 (spear), Dmg 1d6, Save LS4, ML +2, AL N) serves
jewelry: an alabaster necklace (800gp), bone earrings (15gp); a
as the warchief ’s trusted adviser.
carved jade ring (600gp), and a moonstone brooch (3,000gp). In
2114 The sharpest peaks of the Velaya Range are home an old, locked trunk she also keeps 1,000sp and a tiger eye gem
to Jakka the Bearded, a very old female dragon of a bluish- (25gp). On her person she carries a potion of extra healing.
black hue (AC16, move 30’, fly 80’, HD 16, hp 73, #AT 3 (claw/
2311 Gesher-Zur, large village, class V market. Neutral, 311
claw/bite), Dmg 1d10/1d10/4d8, Save F16, ML +2, AL N). In
families (1,555 people), humans and lizardmen. Ruled by Nirban
her youth she exacted tribute from Gesher-Zur, Beit-Rahab,
(neutral fighter 5), a descendant of a long line of petty headmen
and sometimes even Velaya. In her advanced age, however,
who have ruled this small, independent village for centuries.
she spends far more time enjoying her massive hoard than

World
Gesher-Zur offers a very welcome respite for caravans travelling
traveling beyond the mountains. In fact, she has not ventured
the King’s Road from Yimara to Harat. This village is fiercely
outside the Range and its foothills for two human generations,
independent and perennially neutral in political matters. The
and is nowadays nearly forgotten by everyone except for the
local population prefers to focus on swamp agriculture, fishing,
occasional trappers and prospectors who still speak in hushed
and caravan supply rather than get involved in wars between
tones of the Dragon of the Mountains with its shiny scales,
kings and lords. Gesher-Zur is also a good home base for those
magnificent black beard, and thundering voice, shooting
wishing to explore the accursed swamp tombs a day’s walk from
lightning at those foolish enough to scale the highest peaks.
the village. The village holds both a proper temple to Eshmun
Her wondrous hoard includes 1,000ep, 1,000gp, 1,000pp, a crate
and a small shrine to Yammu, the latter of which was established
of old Sakkaran swords in excellent condition (225gp, 10 st), 4
when a passing cleric – rumor has it that it was Prelate Lagratha
ornamental jars of myrrh (2,500gp, 4 st each), a roll of spider silk
of Harat in her youth –showed the villagers Yammu’s might,
(400gp, 4st each), 6 crates of ancient greenish-blue glassware
and the impressed locals quickly built a shrine to appease the
(200gp, 5 st each), 25 pieces of triceratops ivory (8gp each), 27
magnificent god.
rare books written in High Sakkaran (150gp, ½ st each), a gold
tiara adorned with five large topaz stones (5,000 gp), a potion of 2404 An unremarkable-seeming cave winds downward.
clairvoyance, a potion of climbing, a potion of growth, an oil It eventually arrives at a roughly-hewn temple to Qetesh, the
of sharpness, a scroll of ward against elementals, 3 scrolls of vile goddess of unrestrained bestial fertility. The temple is
ward against undead, a treasure map (to 17,000gp, 20 gems), a festooned with symbols of chaos and madness. Among its tall
ring of commanding plant, a wand of fear, a wand of fireballs, columns lurk a pair of gricks (AC6, speed 30’, climb 20’, HD
a flask of dust of disappearance, an efreeti bottle, one set of 2, hp 8, 9, #AT 5 (bite/tentacle/tentacle/tentacle/tentacle), Dmg
eyes of petrification, a short sword +2, 6 arrows +2, an axe 1d3/1d4/1d4/1d4/1d4, Save F1, ML +0, AL C), feeding on the
long-abandoned temple’s dark energies. The gricks will certainly

The Harat Coast Gazetteer 131

jeff beaumont (Order #31282357)


seek to consume the flesh of any hapless explorers who stumble 2511 The Swamp Tombs. Out of the murky water and
upon the lost temple. Within the temple, a single gold-and- muddy earth a large number of long-fallen monuments and
copper statuette of Qetesh stands, worth 200 gold and weighing burial mounds jut in eerie angles, as if shifted from their place
1 stone. over the eons. Unhealthy mists slowly float through the air
between the old tombs. Silence reigns, save for the occasional
2415 On top of a hill overlooking a seldom-used road stands
croaking of a toad. The swamp tombs have a horrible reputation
an old fort from Sakkara’s long-gone imperial days. When the
– some say they are haunted by long-buried dead, other say that
empire crumbled and abandoned Kanahu to barbarism, the
even worse things lie dormant there, beneath the dark moor.
fort’s commander took his own life in despair. Now his spirit
From time to time, foolhardy adventurers make the day-long
haunts this lonely, crooked tower-fort as an allip (AC5, Fly 30’,
hike through the swamps from Gesher-Zur to try and pry out
HD 4, hp 22, #AT 1 (touch), Dmg special, Save F4, ML +4, AL C).
the tombs’ buried secrets. A few return, bearing stories of vast
It will attack any who dares enter these ruins. Among the rubble
treasures and unspeakable abominations defying death deep
one can find the old fort’s strongbox, still locked and in good
underground.
shape (the key may be found among the commander’s bones). It
contains 1,000 Sakkaran electrum coins from the late Imperial 2518 Velaya, small town, class V market. Neutral, 609
period, 2 vials of rare and ancient perfume (150gp each), a glass families (3,045 people), mostly humans. Velaya is a bustling
trinket (100gp each), a chunk of malachite (10gp), a wrought market-town and an important resting point for caravans before
silver military medal (600gp), a potion of treasure finding, an they leave Yimara’s area of influence to traverse the treacherous
arcane spell scroll of light (written in High Sakkaran), a scroll swamps to Harat. It is somewhat richer than most Harati cities,
of ward against undead, a ring of spell turning, and a brooch as Yimara’s immense wealth does filter to a certain degree to the
of shielding. The tower’s basement holds 2 crates of armor and outlying countryside. However, it is nothing compared to the
weapons in serviceable condition (225gp, 10 st each) and 2 shining magnificence of Yimara itself, the marvelous pearl of
barrels of ancient Sakkaran wine (200gp, 16 st each). Kanahu.
2504 Among the dry, rolling hills, an old cavern gaps it 2606 Ur-Marak, an adult dragon of reddish-orange color
mouth as some ancient, fossilized monstrosity. Deep within its (AC7, move 30’, fly 80’, HD 10, hp 41, #AT 3 (claw/claw/bite),
bowels, a crumbling passage leads to a tomb extruding a dark Dmg 2d3/2d3/2d10, Save F10, ML +1, AL C) lords over this
feeling of unimaginable antiquity, where a worn status of Lotan, mountain and flies over the nearby peaks. A small cult of 20
the dark god of serpents, reigns supreme over a burial chamber degenerates (AC7, move 30’, HD 1-1, hp 5, 7, 2, 1, 1, 6, 2, 5,
with old serpentman bones. Among them, 3 serpentile 2, 1, 1, 4, 2, 4, 6, 6, 7, 5, 1, 2 #AT 1 (spear), Dmg 1d6, Save F0,
machines (AC8, Speed 40’, HD 5, hp 22, 17, 26, #AT 1 (bite or ML +2, AL C) worships him, led by their deranged sorcerous
constrict), Dmg 1d10 or special, Save F3, ML N/A, AL C) slither leader Nazad-Muk (Mage 6, AC5, move 30’, HD 6, hp 26, #AT
as they have had for numberless millennia. The tomb is devoid 1 (spear+1), Dmg 1d6+1, Save M6, ML +3, AL C). Ur-Marak’s
of treasure other than a single golden statue of Lotan (500gp, 1 hoard includes 1,000ep, 1,000gp, 1,000pp, a platinum reliquary
st) hidden in a concealed compartment behind a small secret showing harrowing images of Dagon worship with crystal panes
door on the back of the burial chamber. (8,000gp), 6 barrels of dark Kanahi liquor (200gp, 16 st each), 2
silvered Kanahi swords (225gp each), 3 jars of the extremely rare
2508 A crumbling temple from eons unknown squats in
dried Malan Pepper (800gp, 1 st each), 6 opal cameo portraits
the mountain valley not far from a small, clear lake. Worn stone
and intaglio erotic tableaux (800gp each), 34 silver ingots
stairs descend deep below its ruined exterior to a deep cistern,
(300gp, 2 st each), 28 rare books written in the lizardman Blue
connected to the lake by an underground river. In that cistern
Tongue (150gp each), a platinum crown studded with diamonds
lairs an ancient aboleth (AC6, Move 10’ Swim 60’, HD 8+5, hp
(3,000gp), a star ruby (750gp), a wrought orichalcum crown
47, #AT 4 (tentacles), Dmg 1d6/1d6/1d6/1d6, Save F8, ML +2,
(2,000gp), 2 potions of clairaudience, a potion of delusion,
AL C). The ruins above his watery den are guarded by 8 skum
a potion of dragon control, 2 potions of ESP, a potion of
(AC3, Move 20’ Swim 40’, HD 2+1, hp 10, 15, 12, 10, 17, 17, 12,
invulnerability, a potion of super-heroism, a treasure map (to
12 #AT 3 (bite, claw, claw), Dmg 1d6/1d4/1d4, Save F2, ML +2,
2 magic items), a treasure map (to 19 gems, 2 magic items),
AL C) who worship the monstrosity as a god. Among the ruins,
a ring of wishes, a staff of the serpent, a sword +1, +3 vs.
the aboleth has managed to accumulate much treasure from
regenerating monsters, 8 crossbow bolts +1, a spear +2, a suit
sacrificial victims and tributes brought to it by neighboring
of chain mail +1, and a shield +1.
villages afraid of its wrath. It now owns 1,000 gold in old
Sakkaran coins, a bundle of rare, high-quality dinosaur skins 2613 The characters come across the remains of a trade
(500gp), a master quality dinosaur scale-leather cape (1,600gp), caravan on the king’s road. While the bandits who have
a master quality dinosaur scale-leather cape (1,700gp), 2 crates ambushed it are long gone, one of the caravan’s beasts of burden,
of fine porcelain (500gp, 2 st each), 2 jars of rare Malan spices a massive triceratops (AC7, move 30’, HD 8, hp 45, #AT 1 (gore
(800gp, 1 st each), 3 golden statuettes of coiled serpents (100gp or trample), Dmg 2d8, Save F4, ML +1, AL N), is still around and
each), an aquamarine (500 gp), a flawless diamond (4,000gp), was driven to rage by the attack. The eviscerated bodies of three
a porcelain locket (600gp), a potion of dragon control, an oil bandits lie not far from where the beast lurks, disemboweled
of slipperiness, an arcane spell scroll of knock (written in by its massive horns in a fit of bestial rage. No treasure is to be
High Sakkaran), and a scroll of ward against magic. It keeps its found among the remains, though, as the bandits have stripped
hoard hidden in sealed urns standing near the water line in its them clean and walked away.
lair.

132 The Harat Coast Gazetteer

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

2615 On the king’s road between Harat and Velaya, the THE FREE CITY OF HARAT
characters find the wreckage of another trade caravan, attacked City, Class III market. Mostly lawful and neutral, 4,000 families
by bandits and stripped bare of its valuable cargo. Three (20,000 people) of many species, predominantly human and
edmontosaurs (AC3, move 60’, HD 4, hp 14, 23, 18 #AT 1 lizardman. Ruled by the Lizard King, Mazatel of Sitali (Lawful
(trample), Dmg 1d8, Save F2, ML -1, AL N) evaded capture by lizardman gladiator 10).
the highwaymen, but are now beset by 5 hungry deinonychi
(AC3, move 70’, HD 2+1, hp 10, 14, 16 #AT 3 (bite/claw/claw), The Free City of Harat is one of the city-states of Kanahu. It is a
Dmg 1d6/1d4/1d4, Save F1, ML +0, AL N). If saved from the large and well-developed urban center, at least in comparison to
predators and calmed down, they may be reclaimed as mounts. its rural surroundings. For decades, the Chaotic Sorcerer King
Nabu-Ram ruled Harat. Several years ago, the city was liberated
2801 Among forested wooden hills, a curious dolmen by a massive slave rebellion led by the lizardman gladiator,
stands, its rocks inscribed in the long-dead serpentman Mazatel of Sitali. This mighty reptilian now rules the city as the
language. If an adventurer digs near the dolmen, he will unearth Lizard King. Harat is moderately wealthy and enjoys naval trade
an old stone door covering a winding staircase choked by the and fishing along the coast and relatively bountiful harvests
odor of death and decay. Below is an old serpentman tomb. from the outlying villages, as well as mining in the mountains
A single cryostasis tube stands in its middle, containing the to its north.
skeleton of a dead serpentman, whose power source failed eons
ago. The skeleton’s undead comrades still guard the tomb – a 1 The Hanging Gardens – the great Wonder of Harat.
duo of undead serpentmen (AC4, Move 40’, HD 7, hp 20, 34, Water pumped from the Harat River by an elaborate system
#AT 1 (bite), Dmg 2d6, Save F7, ML +4, AL C) slithering on of dams and bucket wheels feeds these magnificent terraced
its moldy stone-tile floor. The serpentmen’s many grave goods gardens. The terraces are brimming with lush greenery and
still littler this room: 2,000 incredibly ancient electrum coins, 3 splendid blossom at spring time. With a constant supply of
boxes of ancient armor and weapons (225gp, 10 st each), a crates water they stay verdant even at the sun-scorched height of the
of glassware (200gp, 5 st), 3 crates of mummified monster parts Kanahi summer. The Lizard King of Harat Mazatel of Sitali
(300gp, 5 st each), 2 vials of ancient perfume (50gp each), 6 bone (Lawful lizardman gladiator 10) uses these gardens as his
serpentile torcs (12gp each), 4 silver unholy symbols of Lotan outdoor palace from the first warmth of spring to the beginning
(70gp each), 7 glass snake-eyes (50gp each), 2 amber pieces (100 of the autumn rains. He sits, not upon a throne, but on several
gp each), a garnet (250 gp), a vile bone trinket in Lotan’s likeness comfortable pillows next to a constantly warmed water-pipe,
(25 gp), a fine ancient dried wood idol of Lotan (500 gp), a jade granting audiences and managing his realm. He also throws
(100 gp), a jet (100 gp), 2 porcelain idols of Lotan (500 gp each), many feasts for his countless underlings in these gardens, where
2 zircons (75 gp), a potion of flying, a potion of sweet water, 2 wine and fish flow in abundance. The king and his entourage
scrolls of ward against undead (written in Serpentile), a divine enjoy exotic and spicy food made by the royal cook, Henna
spell scroll of light (written in Serpentile), a sword +1, +2 vs. Carrot-Tail (level 0 gecko-woman). She was once a personal
undead, and a sword +1, flame tongue. slave of a corrupt Harati noble, but now serves her liberator, the
Lizard King, as a proud freewoman. She boasts a magnificently
2806 A curious cavern pierces a tall mountain wall, and fat tail, wonderful orange coloration, and the best cooking skills
opens onto a hewn underground temple to Qetesh, the Chaotic in Harat, if not in all of Kanahu. She occasionally hires various
goddess of fertility and bestiality. Among its crumbling idols adventurous types to seek exotic ingredients for her fabulous
and broken amphorae, a single maddening shoggoth (AC6, dishes served at the king’s table.

World
move 20’, HD 8+1, hp 33, #AT 2 (claw/claw), Dmg 1d4/1d4,
Save F4, ML +0, AL C) hides. Other than the horrid monster 2 Citadel of Harat. This imposing fortress is the military
and dark idols of Chaos, there is little of interest in that temple. heart of Harat, enjoying its own walls of cyclopean stones and
iron-bound wooden gates. It was badly damaged and partially
2910 Among the wooded hills, a small creek serves as home burned when Mazatel of Sitali took the city from the clutches of
for a giant mantis (AC4, Move 20’, fly 40’, HD 4+2, hp 19, #AT the Sorcerer King. Following Mazatel’s victory, the fortress was
3 (bite/leg/leg)), Dmg 1d8/1d10/1d10, Save F2, ML +3, AL N), quickly rebuilt under the conqueror’s dragon standard to stand
It is a solitary hunting female who guards her freshly-laid egg as a symbol of the new king and serve as the headquarters of
case while looking for suitable prey - adventurers included. The the Army of the Free. As the highest point in the city, the citadel
bones and carapaces of her many victims dot the creek, but commands a breathtaking view of its surroundings. Night
there is no treasure to be found among these grim remnants. and day, the citadel is a bustling hub of military activity, as the
3004 A hillside cave-mouth leads into a shallow cavern leaders of the Army of the Free address the many problems that
strewn with rotting bodies looking as if they were torn from beset Harat. The Army’s generals are not always able to use their
inside out. They were the victims of 3 giant parasitic wasps regular troops to deal with each and every military problem
(AC4, Move 20’ Fly 60’, HD 5+2, hp 22, 27, 23, #AT 1 (sting), in their territory; sometimes they prefer to hire deniable - and
Dmg 2d4 and poison, Save F3, ML +2, AL N). Among their expendable - mercenaries to deal with delicate problems that
victims body are several of the personal effects of the dead - 2 massed troops cannot. The Citadel is thus a frequent destination
fine small dinosaur-bone idols of Innana (900gp, 1 st each), a for adventurers searching for mercenary jobs.
chryselephantine amulet (400 gp), a wrought gold ring (800 gp), 3 Accursed Ruins of the Old Palace. Nabu-Ram, the
and a wrought silver bracelet (800 gp). terrible Sorcerer-King of Harat, once lorded over the city and
its environs with an iron fist from this once-imposing palace
of death and chaos. Then came Mazatel of Sitali with an elite
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squad of heroic adventurers and smote down this sorcerer’s 7 Ruined Temple of Rahab and Dagon. During Nabu-
abode. Now the old palace lies in ruins and the citizens of Harat Ram’s dark reign, corrupt priests of Chaos worshipped the twin
whisper about its accursed nature. Rumor has it that deep vile gods of the sea and its fish under the dark, vine-choked
underneath the old palace, the Sorcerer King’s dark dungeons pillars of this harbor-side temple. Many mortals lost their lives
still sprawl, flowing with untold horrors and unimaginable on its unholy altar, sacrificed to the demonic gods of Chaos and
marvels of high sorcery. King Mazatel has commissioned a large fed to the despicable monsters who swam up the channels from
pyramid temple of Ixchala to be built over these ruins, but the the reefs at the cultists’ call. Then came Mazatel and Xihuaten,
old palace’s reputation drives away the workers save the most who smote this font of darkness. Now it lies in ruins, its pillars
devout followers of Ixchala. Thus construction moves forward charred by holy fire and its altar shattered by Ixchala’s holy
at a snail’s pace. wrath. No Harati citizen dares worship the old Chaotic gods in
the open, but by night cultists dedicated to Rahab and Dagon
4 In one of the deepest and smelliest cisterns of the
still sneak into their ruined temple to pay homage to their fallen
Harati sewer, rubbish brought by the slow flow of sewage
gods and sacrifice the innocent to the monstrous deep ones
slowly aggregates. This cistern is not far from the old Sorcerer
from the accursed reef outside of Harat. Leading this clandestine
King’s dungeon, and the forces of chaos have long seeped
cult is Dark Bishop Eklon (Chaotic cultist 8), who masquerades
into it, spawning 5 otyughs (AC7, Speed 20’, HD 6+2, hp 23,
during the day as an “honest” fishmonger managing a store next
32, 29, 31, 39, #AT 4 (bite/tentacle/tentacle/tentacle), Dmg
to the shoreline.
1d4/1d6/1d6/1d6, Save F3, ML -1, AL C). Among the detritus
are the remains of the otyughs’ victims, some of whom were 8 Grand Bazaar of Harat. This market bustles with
thieves carrying precious loot who foolishly thought that the trade, both in goods and in favors. Once the Grand Bazaar was
cistern a safe hideaway. Their bones and rotting flesh conceal a the forlorn place where slaves were bought and sold for gold and
flawless facet-cut diamond (8,000 gp), an arcane spell scroll of silver, but the Lizard King abolished slavery and shattered the
hold portal (written in High Sakkaran) inside a watertight case, chains of the thralls. Now the slave trade is strictly outlawed and
a sword +1, flame tongue, and a suit of plate armor +1. punishable by a quick death. The bazaar, however, still offers a
dazzling variety of other goods, licit and illicit (Harat is a Class
5 Baths of Harat. Water pumped from the Harat River
III market). The Grand Bazaar is also where the Brotherhood
is heated in huge furnaces burning underground to provide the
– Harat’s criminal underworld – maintains its headquarters, in
citizens of Harat with year-round hot and cold baths. The Baths
a run-down watering-hole called “The Drunk Cockroach”. The
of Harat are a marvel of engineering that were once reserved
ringleader is ”King of Thieves” Ermun (Neutral thief 7), an
for the Harati nobility. One of King Mazatel’s first decrees when
old criminal who had his left arm cut off at Nabu-ram’s order
he took control of the city was to open the Baths to all citizens.
as punishment for grand theft. Visitors to the Bazaar should be
The Lizard King also ordered the expansion of the Baths, a
wary lest their wallets be picked by Ermun’s underlings.
project that was completed several years ago. In the cold and
rainy winter months, King Mazatel sets his throne here, half- 9 Harat Arena. When Nabu-Ram and his corrupt
submerged in warm water in traditional lizardman fashion. nobles ruled Harat, men and women were forced to fight each
From there, he governs the city and the outlying countryside. other and various beasts of prey for the entertainment of their
Harat’s citizenry has broadly welcomed the opening of Baths, vile overlords. Mazatel fought here in his youth, and it was in the
and their availability has doubtless contributed much to King Arena’s gladiatorial pens that he began his a violent revolt. Today,
Mazatel’s enormous popularity among his subjects. gladiators compete in the Arena only out of their free will (see

World
gladiatorial combat rules, p.18). Fights to the death are mostly
6 Temple of Ixchala. When Mazatel of Sitali took Harat
reserved to criminals convicted in heinous crimes who choose
by storm he immediately ordered the construction of this small
the glory of the arena over the gallows of the Grand Bazaar.
pyramid in honor and thanks to the lizardman goddess, Ixchala.
Arena dueling is also a favorite way of the Harati population to
The temple is administered by High Priestess Xihuaten (Lawful
resolve various disputes. With so much foot traffic, the Arena is
lizardman priestess 9), Mazatel’s spiritual advisor, a mighty
a favorite haunt for Brotherhood pickpockets.
wielder of divine magic. She makes her residence in the temple
and oversees the sacrifice of dinosaurs, serpents, and giant 10 Inner Quarter. Once the old nobility resided in the
insects to her goddess on its top terrace. She has brought many splendid mansions and small palaces of this rich quarter. The
of her old acolytes with her. Most acolytes are lizardwomen, but Slave Rebellion led by Mazatel of Sitali slew old slave-driving
in the years since Harat’s liberation she has also taken in several nobles. Now, this part of town serves as the perfect residence for
local human women to serve the mighty goddess and bring the wealthy merchants and master craftsmen who paid handsome
blessings of Law to this once-shadowed city. The temple is a fees to the new Lizard King’s coffers for the purchase of their
citadel of order and goodness, a spiritual bulwark against the new homes. Well-patrolled by the private household guards
howling chaos of the eternal night. The temple may be a physical of the affluent residents and cleaned spotlessly by their paid
bulwark as well: Harati legend holds that the old entrance to the servants, the Inner Quarter shines in splendor and enjoys much
former Sorcerer King’s dungeons sits beneath the temple, and safety and little crime – except for the occasional burglary of
that Ixchala’s pyramid was built on this spot to serve as guard a merchant who thought that he could do business in the city
and ward against the evil beneath. without paying the Brotherhood its dues.

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11 Temple of Innana. This newly-erected temple of 15 Temple of Yammu. This ancient, crumbling edifice
many pillars venerates Innana – the lawful goddess of love of the neutral sea-god Yammu overlooks the wharfs. Countless
and war – whose disciples, the Daughters of the Harvest, were generations of seamen, fishermen, and kings have worn down
instrumental in bringing down Nabu-Ram’s bloody reign. its many stairs to pay homage to this god. Even Nabu-Ram’s
Innana’s statue dominates the inner yard, surrounded by pillars dark reign did not dare deface this holy place, as Yammu is
adored with paintings of warfare and of amorous love. The chief famous for his boundless wrath; even the mighty Sorcerer-King
cleric in charge is Blade-Priestess Yael (lawful blade-dancer did not dare to enrage the Lord of the Seas. Presiding over the
8). She built a convent to train new disciples in service of her ancient ceremonies is Prelatess Lagratha (Lawful cleric 7), a
goddess. The Daughters of the Harvest are still active and they middle-aged woman who once accompanied Mazatel of Sitali
hunt for chaotic cultists with great zeal and fervor. They are in his struggle against the dark Sorcerer-King. She is powerful
feared by the heretic and the heathen as their sickles are ready to cleric known for her ability to invoke Yammu’s wrath at her foes.
reap the goddess a harvest of chaos-worshipper heads.
16 Port of Harat. Harat is a busy port on the Sea of Sunset,
12 Outer Quarter. Surrounding the city’s Inner Quarter is serving ships sailing to, and from, far-off Punt and wild Mala.
a blight of urban decay reaching from the walls to the outlying Here lie the old wharfs of Harat, where many a ship is moored,
fields. Once the residents of the Outer Quarter lived under brutal constantly loading and unloading cedar from north Kanahu,
oppression by Nabu-Ram, constantly at risk of being snatched rich spices from Punt, gold from Queddar, and countless other
up as sacrificial victims to the twin gods Rahab and Dagon. The goods. This is also a port pf call for pirates and smugglers. Even
Lizard King broke this oppression and put a sharp and bloody Mazatel’s fierce campaign against these raptors of the high seas
end to the practice of human sacrifices. A slow and painful met only with partial success and merely made the buccaneers
process of renovation paid out of the King’s coffers continues more careful when in dock. For people looking for bulk goods
to this day in an attempt to improve life in the Outer Quarter. for trade, or to purchase a ship, this is the place to go rather than
Crime, however, is a persistent disease and its treatment is the bazaars selling more refined articles.
difficult. The Brotherhood rules an army of beggars who serve
17 Lizard Quarter. This small but well-shaded quarter is
simultaneously as pickpockets, protection-racket enforcers, and
where House Qualli – a wealthy merchant-house from Cibola
spies for the “King of Thieves”. For now, life in the Outer Quarter
– maintains its offices and conducts its trading business in
remains a matter of poverty and suffering.
Harat. House Qualli is infamous for its complete neutrality
13 Gecko Quarter. This small walled compound serves in Harati politics. It enjoyed good trade relations with Harat
as the residence of geckomen traders and travelers from under Nabu-Ram’s reign and it maintains good relations with
the deserts of Queddar, who carry with them the skins and Mazatel of Sitali as well. An important member of this house,
preserved flesh of the exotic beasts of the scorched deserts, as Elwia of Qualli (level 0 lizardwoman), actually served as an
well as riches brought from far Punt through the wastes. Tall economic adviser to Nabu-Ram and now fills the same post in
facades and narrow streets dominate this quarter, and a number Mazatel’s court. House Qualli’s massive wealth and its ability to
of small inns serve desert wines and water-pipes loaded with bring forth untold luxuries from far-away shores makes it an
narcotic spices. It is not uncommon for geckomen to lurk on indispensable ally of any ruler of Harat, no matter if Chaotic
the high walls and idly observe the city below them. The Gecko or Lawful. The Lizard Quarter is an excellent place to purchase
Quarter is an excellent place to purchase various mind-affecting exotic goods and beasts from far Punt and Malam, and House
herbs and fungi from the desert, as well as to hire assassins – as Qualli is known to hire adventurers to further its ends as a
geckomen are among the finest hired killers in Kanahu. significant lizardman merchant house.
14 Behind a noisy and filthy market-stall façade of in the 18 Netti’s Sweet Emporium. This shop is located at the
poor Outer Quarter of Harat lies an old, dilapidated building outskirts of the Lizard Quarter. It is home to Netti (level 0
seemingly on the verge of collapse. Several bugman drudges lizardwoman), a plump, cheerful lizardwoman who sells all sorts
loiter around its ground floor with no apparent purpose. In of sweet delicacies. This includes both local Kanahi sweets as
fact, the drudges are guarding a secret, but thriving, bugman well as more exotic goods imported from her tropical homeland
colony. Past the drudges a set of crumbling stairs, covered of Punt. Netti’s well-organized store offers anything from
with several decades’ worth of trash, descend from the half- various cookies to rahat lokum and baklava to the wondrous
ruin to a cellar which has been expanded into a labyrinth of black delicacy of Punt – and its related drink – the fabled
tunnels and hidden chambers. The colony includes 20 bugmen chocolate. Netti’s Emporium is an excellent place to meet with
drudges (AC1, move 40’, HD 1+1, hp 8, 7,, 5, 6, 3, 3, 5, 6, 7, 5, various lizardmen and lizardwomen, including senior traders,
3, 7, 3, 2, 5, 9, 9, 6, 4, 8, #AT 1 (short sword or shortbow), Dmg in a relaxed atmosphere.
by weapon, Save BM1, ML +2, AL N) and one bugman ovate
19 A deep shaft slowly slopes downward in the ancient
(Bugman Ovate 4, AC1, move 40’, fly 30’, HD 4+4, hp 22, #AT 1
sewer of a Harat. Eventually, it reaches a damp chamber with a
(short sword +1), Dmg by weapon, Save BM4, ML +2, AL N).
vaulted ceiling, so high that its reach cannot be seen with mere
The female possesses a short sword +1, a ring of fire resistance
torchlight from the bottom. A choker (AC7, Move 20’, climb 10’,
and a brooch of shielding. In the colony’s coffers are 3 pouches
HD 3+3, hp 21, #AT 2 (tentacles), Dmg 1d8/1d8, Save F3, ML
of saffron (15gp each), 4 glass eyes (60gp each), 2 agate (25gp
+0, AL C) makes his abode there, emerging at night to prey on
each), an azurite (10 gp), 2 bloodstones (50 gp each), a brass
the human detritus of society in the dark streets above. When
trinket (150gp), a citrine (50 gp), 2 hematite stones (10 gp each),
adventurers enter this lair, the choker will hide near the ceiling.
a jasper (50 gp), and 3 lapis lazuli (25 gp each).
The deep recesses of its humid lair contain the remains of many
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victims grabbed from the streets above, as well as valuables 21 To the side of the Port of Harat stands this dark coral
hoarded by the choker: 1,000sp, 3 silver holy symbols of Innana reef, renowned by sailors as a bad omen and rarely approached
(20gp each), 8 glass prisms (30gp each), 9 bone trinkets (24gp for the fear of bad luck and risk of shipwreck. Far below the
each), a bloodstone (50 gp), a shell trinket (150 gp), an arcane waters, in dark caverns between the reefs, lurks a warband of
spell scroll of lower water (written in High Sakkaran), and a 32 deep ones (AC6, move 30’, swim 40’, HD 2+1, hp 10, 5, 10,
scroll of ward against undead. 11, 12, 9, 10, 7, 7, 17, 12, 9, 14, 7, 8, 5, 9, 16, 4, 11, 12, 11, 12, 8, 8,
8, 10, 5, 9, 11, 9, 12 #AT 3 (bite/claw/claw), Dmg 1d6/1d4/1d4,
20 A wide cistern deep within the sewers of a Harat is
Save F2, ML +2, AL C). Leading them is a war-chief (AC8,
filled with muck and effluent up to knee level, thickened with
move 30’, swim 40’, HD 4, hp 26, #AT 3 (bite/claw/claw), Dmg
piles of decaying trash. Among this sewage lurk a balroach
1d6+2/1d4+2/1d4+2, Save F2, ML +2, AL C) who enjoys a
(AC8, Move 40’, climb 20’, HD 5, hp 21, #AT 1 (bite), Dmg 1d8
+2 bonus to attack throws due to his massive strength. In the
and poison, Save F3, ML +2, AL N) and 12 giant cockroaches
deeper caverns, inside a large pocket of air connected to the
(AC3, Move 50’, climb 20’, HD 1, hp 5, 1, 1, 2, 4, 1, 4, 2, 4, 8, 8, 1,
Harati sewers by a series of dark passages, the deep ones have
#AT 1 (bite), Dmg 1d4, Save special, ML -2, AL N). Searching
amassed much treasure. They looted it in raids against coastal
the detritus will reveal small treasures which drifted here on the
communities and gathered through sacrifices and tributes
slowly streaming sewage among the flotsam and the jetsam and
when Nabu-Ram was still in power in Harat: 1,000cp, 1,000sp,
incidental trinkets left by victims of these giant insects: 1,000ep
5 barrels of preserved fish (5gp, 8 st each), a crate of terra-cotta
in old Sakkaran coins, a bone trinket (19 gp), a shell trinket (30
pottery (100gp, 5 st), 5 rolls of cloth (10gp, 4st each), 11 rugs
gp), a wrought silver trinket (500 gp), a large wrought silver
(5gp, 7 st each), 2 barrels of Sakkaran beer (10gp, 8 st each), 12
trinket (600 gp), and a potion of growth.
gallons of lamp oil (2gp, 6 st each), 4 pouches of saffron (15gp
each), 4 silver unholy idols of Dagon (70gp each), 23 iron ingots
(1gp, ½ st each), a brass trinket (190 gp), an onyx (50 gp), a shell
trinket (130 gp), 2 tiger eyes (25 gp each), a suit of chain mail
armor +1, and a shield +3.

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APPENDIX A: RECOMMENDED MEDIA
One way to gain inspiration when planning and running aBarbarians of Kanahu campaign is by reading fantasy and sword & planet
literature, watching related television shows and films, and playing fantasy computer games. Any good sword & sorcery story will
surely provide much inspiration for your Barbarians of Kanahu campaign, as it fits this genre very well. More generic fantasy, as well
as science-fantasy and science-fiction, will also help here as well. Regardless of medium, acquainting yourself with existing fiction will
greatly expand your store of ideas to use for (and against!) your players.

RECOMMENDED BOOKS
Sir Arthur Conan Doyle – The Lost World
Robert E. Howard – Conan the Barbarian series of short stories and novels; a major inspiration for this setting
Edgar Rice Burroughs – Barsoom series – a sword & Planet classic
Clark Ashton Smith's Zothique and Hyperborean stories
Michael Moorcock – Elric of Melniboné series; a major inspiration for this setting
H.P. Lovecraft – any of his horror stories can highly inspirational for the forces of Chaos in this setting
Fritz Leiber – Lankhmar series
Robert Asprin – Thieves' World anthologies

RECOMMENDED FILMS AND TELEVISION SHOWS


Conan the Barbarian (1982) (obviously) and Conan the Destroyer (1984)
Gladiator (2000)
Dagon (2001)
Rome (TV series) (2005-2007)
Red Sonja (1985)
Hercules: The Legendary Journeys (1995-1999)
Alien (1979) – while this is a pure sci-fi film, its horror themes work very well when transported into sword & planet
The Lost World (1998)
Spartacus (1960)
Spartacus (2010-2013)

RECOMMENDED VIDEO AND COMPUTER GAMES


Arx Fatalis (2002)
The Elder Scrolls III – Morrowind (2002) – the weirdest and most creative game in its series
The Elder Scrolls V – Skyrim (2011) – while this is a more or less standard fantasy setting, it has a certain sword and sorcery vibe
X-Com: UFO Defense (1994), X-Com: Terror from the Deep (1995) and XCOM: Enemy Unknown (2012) – inspirational for the
Visitors
Diablo (1996) and Diablo II (2000) – standard hack n' slash fare but with a great dark sword & sorcery atmosphere
Avernum: Escape from the Pit (2011) and Avernum 2: Crystal Souls (2015) – dark fantasy/sword & sorcery subterranean RPGs
Legend of Grimrock (2012)
Chrono Trigger (SNES, 1995, Android and iOS, 2011)
Might and Magic III (1991) to Might and Magic VIII (2000) - an interesting mix of sci-fi and fantasy
Dungeon Crawl Stone Soup (continually developed from 2006 and on)
Thief: Dark Project (1997), Thief 2: The Metal Age (2000), and Thief: Deadly Shadows (2004)

138 Appendix A: Recommended Media

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APPENDIX B: RACIAL VALUES Class category Values


All of the new classes in this supplement were built using rules Fighting: Due to their short stature, bugmen can never use two
in the ACKS Player’s Companion with new or modified class handed swords or longbows, regardless of their Fighting Value.
categories. The following rules modify and supplement the Divine: Bugmen are rarely devout, and thus may not have a
Custom Class rules in Chapter 4 of ACKS Player’s Companion . Divine Value higher than 1.

BUGMAN CUSTOM CLASSES Bugman Value


The bugmen are a relatively rare, though influential, sentient Value Bugman XP Cost
species in Kanahu. These upright insectoids have little in common 4 Bugman 4 1,200
with the orderly hive-based social insects, instead seeming to 3 Bugman 3 1,000
have evolved from or be related to common household and
2 Bugman 2 800
sewage cockroaches. They are resilient, shady, anarchic, and
1 Bugman 1 550
opportunistic to the extreme.
0 Bugman 0 350
Bugmen are divided into three castes by gender, the ovates
(female), dredgers (male), and the praetors (neuter). Apart When building a bugman custom class, assign between 0 and
from mating, the sexes have little in common. The dredgers are 4 build points to the class’s Bugman Value. Note that bugman
notorious for digging in unseemly places, making dirty deals, classes in this book were built with either bugman 0 (dredgers)
and selling suspicious artifacts, while the ovates spend their time or bugman 2 (ovates), Bugman 1, 3 and 4 are included for the
cultivating their magical and mundane power until they have sake of completeness but do not exist in the game world.
sufficient resources to focus on reproduction en-masse. An ovate
who becomes a Nest-Mother will command the respect of the Bugman 0 (XP Cost 350): at Bugman 0, the class represents a
many dredgers who frequent her nest, but she does not have real bugman dredger of some sort. It will have the following custom
command over them. The praetors are a specialized warrior caste powers:
and are so different from ordinary bugmen that they are treated • Blindsight: Bugmen are nocturnal creatures, able to
as a separate race (see below). sense minute movements of air with their long and extra-
Physically, a bugman dredger resembles a 4' tall upright, slender, sensitive antennae, granting them blindsight to a range of
humanoid cockroach, walking on four legs and using two limbs 60'. This blindsight functions like infravision, except it is not
for fine manipulation. It has multi-faceted eyes and a mouth affected by light sources, magical darkness, or other visual
with two mandibulae and two maxillae, as well as two antennae phenomena but rendered useless in high wind. Blindsight
each 1' long projecting from its head. A bugman ovate starts its counts as 2 custom powers.
adult life around the height of a dredger (though much wider) • Hard to Kill: Like cockroaches, bugmen are hard to kill.
but, eventually, when she settles in a nest and becomes a Nest- When a bugman is required to consult the Mortal Wounds
Mother, reaches 6' in length and much mass. Bugmen range table, the player may roll twice and choose the preferred
from yellowish-brown through dark brown to black in color; result to apply. The character also subtracts his class level
their eyes are shiny black. Males lack wings; female have four from the number of days of bed rest required to recover.
wings and may fly, as described below.
• Heavy Chitinous Carapace: The bugman has a rigid
Bugmen thrive wherever there is an opportunity for commerce, chitinous carapace which increases his unarmored AC to
subterfuge, and infiltration. They excel in the criminal 1 (renamed Scaly Hide) but prevents them from wearing
underworld, using their opportunistic nature and keen senses to armor heavier than leather.
strike shady deals with other sentient beings. They dwell in the
shadows of civilization, living on its refuse. Thus, some bugmen • Insect Senses: The bugman, owing to his acutely-sensitive

Appendices
are, ironically enough, Lawful - because, if civilization falls, so antenna, gains a +1 bonus to avoid surprise and a +4 bonus
does its bounty, and so do the many opportunities for success on any proficiency throws to hear noises and detect secret
it offers. Most are Neutral or Chaotic, however, as befitting doors. With a proficiency throw of 18+ he can notice secret
their opportunistic nature. Bugmen usually worship the gods of doors with just casual observation. This is effectively the
humans around them, though they are rarely devout, and much Alertness proficiency selected as a custom power.
more interested in striking temporary deals with the divine • Inhumanity: bugmen are alien beings and thus suffers a
rather than forming long-lasting relationships. -2 penalty to the reactions, loyalty, and morale of humans,
lizardmen and geckomen. The character gets a +2 bonus to
Requirements the reactions, loyalty, and morale with bugmen.
All bugmen require a minimum Dexterity and Constitution of
9 or better. • Mercantile Network: Every bugman know other bugmen
traders, as well as Human traders, all over the land.
Whenever the character buys and sells equipment, hires
retainers, and engages in mercantile ventures in a market
they have previously visited, he treats the market as if it were
one market class larger than its actual size. (Class I markets
remain Class I markets).

Appendix B: Racial Values 139

jeff beaumont (Order #31282357)


• Survivability: The hardy bugman possesses the BUGMAN PRAETOR CUSTOM CLASSES
survivability of a cockroach, and thus is immune to all Ordinary bugmen prefer to rely on subterfuge and sorcery,
forms of disease, including magical diseases caused by rather than violence, to overcome obstacles and foes. From
spells, mummies, or lycanthropes, as well as to all forms the sneaky drudger to the cunning ovate, they carve out their
of poison, including magical poisons. This is effectively place in the world by their wits and cockroach-like resilience.
the Divine Health proficiency selected as a custom power However, some nests face threats greater than what stealth or
combined with a renamed Wholeness of Body. It costs 2 magic alone can overcome. In such dire cases, the nest mother
custom powers. will lay different eggs: Instead of hatching dredgers and ovates,
these eggs give birth to praetors – murderous, lightning-fast
Bugman 1: At Bugman 1, the class represents an intermediate
protectors of their nests and nest mothers. A bugman praetor
stage between ovate and dredger. It will have the following
is a born killer. It matures quickly and develops uncanny speed
custom powers in addition to all of those listed above:
and reflexes beyond those of the ordinary man or bugman. It is
• Antennae for Potions: The bugman can make a proficiency fast enough to avoid most blows in combat. and then close in
throw of 11+ to determine the magical properties of a on its prey for the kill. Its instincts, however, are the greatest of
potion or oil on taste. Starting at 5th level, the character its weapons – those of a monster, unerring in its accuracy and
may brew potions as if mages of their class level. Antenna brutal in its outlook.
for Potions counts as 2½ custom powers if selected.
Requirements
• Kinship with Arthropods and Fungi: The bugman can
A bugman praetor must have Dexterity and Constitution of at
identify arthropods and fungi with a proficiency throw of
least 10 each.
11+, and understands the subtle body language and moods
of arthropods and fungal creatures (though they may not
Class category Values
understand the character) automatically. This grants him a
+2 to all reaction rolls when encountering normal and giant Fighting: Bugman praetors have a bonus to their fighting value
arthropods and fungal creatures, and allows him to take for higher race levels, as shown below.
giant arthropods and fungal creatures as henchmen. This is Divine: Bugmen praetors are rarely devout, and thus may not
effectively the Beast Friendship proficiency, reskinned and have a Divine Value higher than 1.
selected as a custom power.
Arcane: Bugman praetors have little patience for sorcery, and
• Longevity: The bugman becomes ageless and enjoys a may not have an Arcane value above 2.
lifespan three times longer than normal. He also becomes
immune to ghoul paralysis. This is effectively the Elven Bugman Praetor Value
Bloodline proficiency, selected as a custom power. Value Bugman XP Cost
Bugman 2: At Bugman 2, the class represents a fully female 4 Bugman 4 2,350
bugman ovate. It will have the following four custom powers in 3 Bugman 3 1,850
addition to the above: 2 Bugman 2 1,250
1 Bugman 1 1,100
• Speak with Arthropods: The bugman has an innate knack
0 Bugman 0 600
of communicating with insects of all kinds, at an almost
magical level. The character can speak with insects as per
the speak with animal spell at will, though, of course, the Bugman Praetor 0: At Bugman Praetor 0, the class will have the
power works with insects (natural, giant or otherwise) following custom powers:
rather than animals.
• Blindsight: Bugmen are nocturnal creatures, able to
• Flying: The female bugman gains a flying movement rate sense minute movements of air with their long and extra-
of 30' per turn. Flying counts as 5 custom powers. sensitive antennae, granting them blindsight to a range of
60'. This blindsight functions like infravision, except it is
Bugman 3: At Bugman 3, the class represents an advanced or
not affected by light sources, magical darkness, or other
mutated from of ovate. The class gains all the custom powers of
visual phenomena but rendered useless in high wind.
Bugman 2. In addition, its Thievery value is increased by 1, to a
Blindsight counts as 2 custom powers.
maximum of 4.
• Four Arms: The bugman praetor may fight with up to four
Bugman 4: At Bugman 4, the class represents a highly evolved
weapons (see the class description). Four Arms counts as 2
or radically mutated form of ovate. The class gains all the custom
custom powers.
powers of Bugman 2. In addition, its Thievery value is increased
by 2, to a maximum of 4. • Hard to Kill: Like cockroaches, bugmen are hard to kill.
When a bugman praetor is required to consult the Mortal
Experience Point Progression After 8th level Wounds table, the player may roll twice and choose the
Bugman increase the amount of experience required to gain preferred result to apply. The character also subtracts his
each level after 8th by 25,000XP. class level from the number of days of bed rest required to
recover..

140 Appendix B: Racial Values

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

• Inhumanity: Bugman praetors are alien beings and thus • Improved Multiple Attacks: The praetor gains a +2 bonus
suffers a -2 penalty to the reactions, loyalty, and morale to attack throws and damage rolls when attacking with
of humans, lizardmen and geckomen and. The character both pair of arms. Improved Multiple Attacks counts as 4
gets a a +2 bonus to the reactions, loyalty, and morale with custom powers.
bugmen (costs 0 custom powers).
• Superior Fighting: The class’s Fighting Value is effectively
• Insect Senses: The bugman praetor, owing to his acutely- increased by 2 for all purposes.
sensitive antenna, gains a +1 bonus to avoid surprise and
Bugman Praetor 4: The class gains all the custom powers of
a +4 bonus on any proficiency throws to hear noises and
Bugman Praetor 0 as well as the powers listed below.
detect secret doors. With a proficiency throw of 18+ he
can notice secret doors with just casual observation. This • Bug Sense: The bugman praetor gains his DEX bonus,
is effectively the Alertness proficiency selected as a custom shield bonus, and Instinctive Dodge bonus to AC even
power. when ambushed, backstabbed, or otherwise attacked with
surprise.
• Instinctive Dodging: The bugman praetor can instinctively
avoid blows in combat with inhuman speed. A praetor in • Superior Fighting: The class’s Fighting Value is effectively
leather armor or less has an unarmored AC 2 at 1st level. At increased by 2 for all purposes.
7th level, its unarmored AC increases to 4, and at 10th level
• Improved Multiple Attacks: The praetor gains a +2 bonus
it increases to 5. Instinctive dodging counts as 2 custom
to attack throws and damage rolls when attacking with
powers.
both pair of arms. Improved Multiple Attacks counts as 4
• Jumping: The bugman praetor may jump 20’ in a combat custom powers.
round in any direction, ignoring obstacles or combatants
• Superior Frame: The class’s HD Value is effectively
between it and its target. Jumping counts as 4 custom
increased by 1 for all purposes.
powers.
• Survivability: The hardy bugman possesses the Experience Point Progression After 8th level
survivability of a cockroach, and thus is immune to all Bugman praetors increase the amount of experience required to
forms of disease, including magical diseases caused by gain each level after the 8th by 60,000XP.
spells, mummies, or lycanthropes, as well as to all forms
of poison, including magical poisons. This is effectively GECKOMAN CUSTOM CLASSES
the Divine Health proficiency selected as a custom power Geckomen look like upright, humanoid Fan-Fingered Geckos,
combined with a renamed Wholeness of Body. It costs 2 thin and nimble, with large, lidless eyes (with slit pupils)
custom powers. dominating their faces. Their scaly skin ranges in color from
Bugman Praetor 1: The class gains all the custom powers of light grey, through yellowish-beige to brown, sometime spotted
Bugman Praetor 0 as well as the power listed below. with yellowish spots. Unlike a lizardman, however, their scales
are gentle and soft, and thus give them little protection beyond
• Superior Fighting: The class’s Fighting Value is effectively what a Human skin can provide. There are very little external
increased by 1 for all purposes. differences between males and females (unless the female is
Bugman Praetor 2: The class gains all the custom powers of gravid and thus bloated), though a geckoman will recognize the
Bugman Praetor 0 as well as the power listed below. sex of a fellow geckoman or Gecko-Woman at a glance (humans
who are unfamiliar with geckomen cannot recognize geckoman
• Bug Sense: The bugman praetor gains his DEX bonus, gender; if familiar with them, they'll correctly recognize the
shield bonus, and Instinctive Dodge bonus to AC even gender on a roll of 11+). Geckomen prefer to be active after
when ambushed, backstabbed, or otherwise attacked with dark, and, in their natural habitat, wear very little clothes, but a

Appendices
surprise. good amount of jewellery.
• Improved Multiple Attacks: The bugman praetor gains a Most geckomen live in the deserts of Queddar, where their
+1 bonus to attack throws and damage rolls when attacking tribes inhabit barren stone cliffs and deep caves in the rocky
with both pair of arms. Improved Multiple Attacks counts parts of that wasteland. They are, first and foremost, hunters.
as 2 custom powers. A geckoman (or, indeed, geckowoman!) is content to spend
• Superior Fighting: The class’s Fighting Value is effectively countless hours motionless on a cliff wall, hanging from it
increased by 1 for all purposes. with his or her adhesive toe-pads, lurking for prey to come -
dinosaur, giant insect, or otherwise. When the prey comes near
Bugman Praetor 3: The class gains all the custom powers of enough, however, the geckoman acts quickly, with lighting
Bugman Praetor 0 as well as the powers listed below reflexes, and with spear or bow it will bring the animal down
• Bug Sense: The bugman praetor gains his DEX bonus, and secure sustenance for him and his tribe for a few more days.
shield bonus, and Instinctive Dodge bonus to AC even From this predatory nature, arise the common psychological
when ambushed, backstabbed, or otherwise attacked with characteristics of the Gecko-men, and, first among them,
surprise. seemingly endless patience, and the penchant for plotting
elaborate plans, which may lay dormant for years, then close on
their subject like a well-placed trap.

Appendix B: Racial Values 141

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Geckoman character classes are created using the geckoman • Inhumanity: The character suffers a -2 penalty to the
racial category and experience points. Requirements, class reactions, loyalty, and morale of humans. The character
category values, hit points per level after 9th, and experience gets a +2 bonus to the reactions, loyalty, and morale of
point progressions are modified as noted below. geckomen.
Additional points allocated to the Geckoman Value stack with
Requirements
points allocated to the Thievery Value. Add the two values to
All geckoman classes require a minimum Dexterity of 12 or
find the class’s effective thievery abilities, up to a maximum
better and Constitution of 9 or better.
value of 4.
Class Category Values
Experience Point Progression After 8th Level
Divine: Geckomen may not have a Divine Value higher than 2.
Geckomen increase the amount of experience required to gain
Arcane: Geckomen may not have an Arcane Value higher than each level after 8th by 25,000XP.
2.
MOG CUSTOM CLASSES
Geckoman Value Savage yet noble, brutal yet heroic, the mog hails from the
Value Geckoman XP Cost forested mountains of northern Kanahu. He resembles a
4 Geckoman 4 1,350 massive human – standing two and a half meters high – covered
3 Geckoman 3 950 with fur and possessing great might. Curiously enough, he is
2 Geckoman 2 650 a mammal, like men and cats, but unlike any other creature
1 Geckoman 1 450 in Kanahu. The mog is a creation of the breeding vats of the
0 Geckoman 0 250 Visitors. Experimenting with human abductees, they triggered
dormant genetic sequences in them, recalling many of their
ancestral ape traits. The Visitors' goal in this case was to produce
Geckoman 0 (XP Cost 250): at geckoman 0, the character is a strong foot-soldier and bodyguard to supplement their
a fully-fledge Gecko-man (or Gecko-Woman). At geckoman 0, dwindling robot armies. Some mogs do serve in this function,
the class will have the following four custom powers: but many others have escaped into the mountains where they
• Adhesive Toe Pads: A geckomen may climb on most walls lead a primitive existence.
or other vertical surfaces at ½ speed without need for a
proficiency throw. He may climb on any sheer surface Requirements
(such as glass) or walk on ceilings at ¼ speed by succeeding A mog must have Strength and Constitution of at least 10 each.
on a proficiency throw to climb walls as a thief of his level. A mog cannot have Intelligence above 10.
Adhesive Toe Pads counts as 2 custom powers.
Class category Values
• Detachable Tail: A geckoman dealt a mortal wound may Hit Dice: The build points allocated to the class’s Hit Dice Value
sacrifice his tail. Sacrificing the tail grants a +20 bonus on may be increased by 1 or 2 points by the Mog Value (see below).
the geckoman’s subsequent roll on the Mortal Wounds Use the effective values to find the class’s HD, up to a maximum
table. However, a tail is important to a geckoman's health, of 4 points.
as well as balance, and as long as he is tail-less, he suffers
a -2 penalty to his Dexterity and Constitution scores until Fighting: The build points allocated to the class’s Fighting Value
the tail regrows. Regeneration of a geckoman’s tail takes may be increased by 1 or 2 points by the Mog Value (see below).
2d3 months. Use the effective values to find the class’s fighting abilities, up to
a maximum of 4 points.
• Lizard Brain: Geckomen react instinctively to danger. A
geckomen gains a +1 bonus to initiative and surprise rolls. Arcane: A mog cannot have an Arcane level above 2.
• Low-Light Vision: Geckomen have eyes that are so Mog Value
sensitive to light that they can see twice as far as normal
Value Mog XP Cost
in dim light. A geckoman can read a scroll as long as even
the tiniest candle flame is next to him as a source of light. 4 Mog 4 2,525
Geckomen can see outdoors on a moonlit night as well 3 Mog 3 2,025
as they can during the day. However, geckomen suffer a 2 Mog 2 1,500
penalty of -1 to attack throws when in bright sunlight. Low- 1 Mog 1 950
light vision is color vision. 0 Mog 0 400

• Difficult to Spot: The geckoman has the ability to seemingly


disappear into rocky and rocky-desert surroundings with
a proficiency throw of 3+ on 1d20. In dungeons, if the
geckoman is motionless and quiet in cover, he can escape
detection with a proficiency throw of 14+ on 1d20.

142 Appendix B: Racial Values

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Barbarian Conquerors of Kanahu

Mog 0: At mog 0, the class will have the following custom • Bone-Breaking Strength Improvement: The mog’s
powers: unarmed attack damage is increased to 1d8-1 points.
• Brutality: Because of his great might and brutality in • Superior Frame: The class’s HD Value is effectively
hand-to-hand combat, an unarmed mog can perform the increased by 2 for all purposes.
Wrestling, Knock Down, and Sunder special maneuvers
• Superior Fighting: The class’s Fighting Value is effectively
(ACKS Chapter 6) at no attack penalty. Brutality counts as
increased by 2 for all purposes.
5 custom powers.
• Bone-Breaking Strength: The mog does 1d3-1 points Additional XP per level above 8:
of damage with his unarmed attacks, and may make two Mogs increase the amount of experience required to gain each
attacks per round when unarmed. Bone-Breaking Strength level after the 8th by 50,000XP.
counts as 2 custom powers.
• Fighting Fury: At will, the mog can enter a fighting fury. TERRAN CUSTOM CLASSES
While furious, the character gains a +2 bonus to damage Men and women from 20th and 21st century Terra sometimes
rolls and becomes immune to fear. However, the character end up trapped on Kanahu. They might have been teleported
cannot retreat from combat. Once it has begun, a fighting there by a freak physics experiment, or perhaps their space
fury cannot be ended until combat ends. Fighting Fury capsule fell through a wormhole and ended up in Kanahu orbit.
counts as 2 custom powers. In such a barbaric world of savagery, idolatry, and superstition,
these educated people are utterly alien and thus are a "race" of
• Pugilism: The mog knows how to defend himself in a their own.
brawl even when not wearing armor. When unarmored,
the mog enjoys a +1 bonus to his armor class on level 1, +2 Modern Terra is a world of Science and Reason. This is, of
on level 7, and +3 on level 13 (1 power, as Swashbuckling). course, an abstraction, as superstition still subsists. However,
the Terrans discussed here are those of an archetypal modern
• Inhumanity: Mogs are inhuman beings and thus suffers a mindset and education. Familiar with advanced technology,
-2 penalty to the reactions, loyalty, and morale of Humans, they might seem indistinguishable from (actual) sorcerers to
Lizardmen and Gecko-Men and. The character gets a a the typical Kanahi savage.
+2 bonus to the reactions, loyalty, and morale with other
mogs. This "race" represents characters who recently came from Terra,
but have learned at least the rudiments of the local language.
Mog 1: The class gains all the custom powers of Mog 0 as well as
the power listed below. (In terms of inspiration – think of A Connecticut Yankee in
King Arthur's Court rather than John Carter; archetypically an
• Bone-Breaking Strength Improvement: The mog’s 1960's Cosmonaut or Astronaut who crashes on Kanahu).
unarmed attack damage is increased to 1d4-1 points.
• Superior Frame: The class’s HD Value is effectively Requirements
increased by 1 for all purposes. All Terrans require a minimum Intelligence of 10 or better.
Terra, of course, has its fair share of less intelligent people, but
Mog 2: The class gains all the custom powers of Mog 0 as well as the archetype we represent here is that of men of learning.
the power listed below. Also, modern education will make even the less bright Terran
• Bone-Breaking Strength Improvement: The mog’s look very clever in comparison to the majority of Kanahu's
unarmed attack damage is increased to 1d6-1 points. population, which is for the most part illiterate and atavistic.

• Superior Frame: The class’s HD Value is effectively Class category Values


increased by 1 for all purposes.

Appendices
Divine: Terrans may not have any Divine value on Kanahu.
• Superior Fighting: The class’s Fighting Value is effectively Though many Terrans hold faith in one of their world’s
increased by 1 for all purposes. traditional religions, these serve only as a source of comfort and
moral guidance, not power.
Mog 3: The class gains all the custom powers of Mog 0 as well as
the power listed below. Arcane: Terrans are of rational mind and thought. Furthermore,
actual magic, as present on Kanahu, does not manifest on
• Bone-Breaking Strength Improvement: The mog’s modern Terra. Therefore, they may not have any Arcane value.
unarmed attack damage is increased to 1d8-1 points.
• Superior Frame: The class’s HD Value is effectively
increased by 2 for all purposes.
• Superior Fighting: The class’s Fighting Value is effectively
increased by 1 for all purposes.
Mog 4: The class gains all the custom powers of Mog 0 as well
as the power listed below.

Appendix B: Racial Values 143

jeff beaumont (Order #31282357)


Terran Value his crashed space capsule, time-warped lab, or so on. The
Value Terran XP Cost Terran Cosmonaut’s advanced survival supplies list is an
4 Terran 4 1,350 example. Special Equipment counts as 3 custom powers.
3 Terran 3 950 • Advanced Technology Training: The Terran begins play
2 Terran 2 650 trained in one specialty of Alien Lore (as the proficiency).
1 Terran 1 450
0 Terran 0 250
Terran 2: The class is represents an elite professional from the
25th century with exceptional training and abundant equipment
surviving from whatever calamity brought him to Kanahu. The
Terran 0: The class represents a soldier, pilot, explorer, or similar class gains all the custom powers of Terran 0 as well as the power
adventurer from Terra’s 20th, 21st, or 25th centuries. At Terran listed below.
0, the class will have the following custom powers:
• Advanced Equipment: Instead of the standard allotment
• Rational Thought: Modern-day Terran education of gold, the Terran begins play with advanced equipment
emphasizes rational thought and scientific reasoning. from his crashed space capsule, time-warped lab, or so on.
Therefore, a Terran is skeptical about his surroundings and The Terran Starman’s list of advanced technological tools
enjoys a +3 bonus on saving throws against charms and is an example. Advanced Equipment counts as 5 custom
illusions. powers.
• Scientific Mindedness: Terrans can use alien technology • Advanced Technology Training 2: The Terran begins
as if they are arcane casters. Scientific Mindedness counts play trained in three specialties of Alien Lore (as the
as 2 custom powers. proficiency). This counts as 3 custom powers.
• Technological Familiarity: Terrans are familiar with Terran 3: The class represents an augmented human from the
technological concepts. While they may lack knowledge of late 25th century, during the period when the Terrans began
typical Visitor artifacts, they still tend to quickly recognize to lose the war with the Visitors. The class gains all the custom
them as tools and machines and examine them in a powers of Terran 0 as well as the power listed below.
scientific manner. Therefore, they can achieve On the Spot
Understanding with all alien tech on a roll of 11+ (with • Advanced Equipment: Instead of the standard allotment
mishaps only on a 1). This is essentially Alien Intuition of gold, the Terran begins play with advanced equipment
reskinned as a customer power. It counts as 2 custom from his crashed space capsule, time-warped lab, or so on.
powers. The Terran Starman’s list of advanced technological tools
is an example. Advanced Equipment counts as 5 custom
• Heroic Spirit: Because of the character’s courageous powers.
spirit, the maximum class level for the character’s class is
increased by 1. • Advanced Technology Training 3: The Terran begins
play trained in all six specialties of Alien Lore (as the
Terran 1: The class represents a highly educated military proficiency). This counts as 6 custom powers.
professional from the 20th to 25th centuries. The Terran
has years of advanced training and some surviving Terran • Physical Augmentation: The Terran has improved reflexes
equipment. The class gains all the custom powers of Terran 0 as and strength. He gains a +1 bonus to initiative rolls,
well as the power listed below. a +1 bonus to damage rolls in melee, and a +4 bonus to
proficiency throws to open doors or other feats of strength.
• Special Equipment: Instead of the standard allotment of Physical Augmentation counts as 3 custom powers.
gold, the Terran begins play with special equipment from
Terran 4: The class represents a genetically-engineered Terran
super-soldier from the early 26th century. The class gains all the
custom powers of Terran 0 as well as the power listed below.
• Advanced Equipment: Instead of the standard allotment
of gold, the Terran begins play with advanced equipment
from his crashed space capsule, time-warped lab, or so on.
The Terran Starman’s list of advanced technological tools
is an example. Advanced Equipment counts as 5 custom
powers.
• Advanced Technology Training 3: The Terran begins
play trained in all six specialties of Alien Lore (as the
proficiency). This counts as 6 custom powers.
• Jumping: The Terran’s musculature permits superhuman
leaping in the comparatively low gravity of Kanahu. The
character may jump 20' in a combat round in any direction,
ignoring obstacles or combatants between him and his
target. Jumping counts as 5 custom powers.
144 Appendix B: Racial Values

jeff beaumont (Order #31282357)


Barbarian Conquerors of Kanahu

• Superior Physical Augmentation: The Terran has been


rebuilt genetically or cyberneticaly to be stronger, faster,
and better than a baseline human. He gains a +1 bonus to
initiative rolls, a +1 bonus to armor class, a +1 bonus to
damage rolls with melee weapons, a +2 bonus to all saving
throws, and a +4 bonus to proficiency throws to open doors
or other feats of strength. His movement speed is increased
by 30’ and his carrying capacity is increased to 6/9/12/24
stone. Superior Physical Augmentation counts as 7 custom
powers.
• Super Item: The super-soldier begins play with his choice of
a fully-charged piece of equipment, either Enclosed Armor,
Force Field Belt, Hoverbike, Laser Rapier, Plasma Rifle, or
Scout Drone. Super Item counts as 4 custom powers.

Experience Point Progression After 8th Level:


Terrans may only follow the Fighter or Thief progression (i.e.
HP, Fighting, and Thievery values) and increase the amount of
experience required to gain each level after the 8th by 10,000XP.

Appendices

Appendix B: Racial Values 145

jeff beaumont (Order #31282357)


jeff beaumont (Order #31282357)
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so.
edit, format, modify, translate and otherwise create Derivative

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12 Inability to Comply: If it is impossible for You to comply ACKS Barbarian Conquerors of Kanahu Copyright 2017
with any of the terms of this License with respect to some or Autarch; Author Omer Joel & Alexander Macris
all of the Open Game Content due to statute, judicial order, or
ACKS Domains at War Copyright 2014, Autarch; Author
governmental regulation then You may not Use any Open Game
Alexander Macris
Material so affected.
ACKS Heroic Fantasy Handbook Copyright 2017, Autarch;
13 Termination: This License will terminate automatically if You
Author Alexander Macris
fail to comply with all terms herein and fail to cure such breach
within 30 days of becoming aware of the breach. All sublicenses ACKS Lairs & Encounters Copyright 2016, Autarch; Author
shall survive the termination of this License. Alexander Macris
14 Reformation: If any provision of this License is held to be ACKS Players Companion Copyright 2012, Autarch; Authors
unenforceable, such provision shall be reformed only to the Alexander Macris, Tavis Allison, Greg Tito, and Ryan Browning.
extent necessary to make it enforceable.
ACKS The Sinister Stone of Sakkara Copyright 2015, Autarch;
15 COPYRIGHT NOTICE Authors Matthew Skail & Alexander Macris
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Axioms, Copyright 2016-2017, Autarch; Author Alexander
Inc. Macris et. Al
System Reference Document Copyright 2000, Wizards of Basic Fantasy Role-Playing Game Copyright 2006-2008, Chris
the Coast, Inc.; Authors Jonathon Tweet, Monte Cook, Skip Gonnerman.
Williams, based on original material by E. Gary Gygax and Dave
Castles & Crusades: Players Handbook Copyright 2004, Troll
Arneson.
Lord Games; Authors Davis Chenault and Mac Golden.
System Reference Document Copyright 2000-2003, Wizards
Castles & Crusades: Monsters Product Support Copyright 2005,
of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Troll Lord Games.
Williams, Rich Baker, Andy Collins, David Noonan, Rich
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Wyatt, based on original material by E. Gary Gygax and Dave James Maliszewski, Alexander Macris & Tavis Allison
Arneson.
Labyrinth Lord Copyright 2007-2009, Daniel Proctor; Author
Modern System Reference Document Copyright 2002-2004, Daniel Proctor.
Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb,
Labyrinth Lord Advanced Edition Companion Copyright 2010,
Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!,
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Christopher Perkins, Rodney Thompson, and JD Wiker, based
on material by Jonathan Tweet, Monte Cook, Skip Williams, Lamentations of the Flame Princess: Weird Fantasy Role-Playing
Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Copyright 2011, LotFP; Author James Edward Raggi IV
Andy Collins, and JD Wiker.
Adventurer Conqueror King System Copyright 2011, Autarch;
Authors Alexander Macris, Tavis Allison, Greg Tito, and Ryan
Browning.

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jeff beaumont (Order #31282357)

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